Hi there,
I'm setting up some code to automate parts of our skeleton setup in Unity, and this includes adding a SkeletonRenderSeparator to the skeleton. I'm noticing, however, that when I do this (by calling SkeletonRenderSeparator.AddToSkeletonRenderer) it sets up the parts correctly but they are not rendered to (meshes all null) unless I turn the skeleton on and off.
I've also tried using the in-built Spine command (right-click a SkeletonRenderer component and choose Add Separator), and this has the same issue where even once the parts renderers are manually added, they are still not used until the skeleton is turned on and off, or the scene is reloaded.
Having looked deeper it seems to be because the separator attaches itself to the SkeletonRenderer's GenerateMeshOverride in OnEnable, which happens just after the separator is created, but before the SkeletonRenderer is assigned to it. So one dynamically created will always miss its chance to hook up (as the renderer will always be null during OnEnable).
Any ideas how I can get this to set itself up and start rendering via the separator right away?
Thanks!