• RuntimesUnity
  • equivalent of ReloadSkeletonDataAssetAndComponent in a build

I need the ability to load and switch skeletons dynamically at runtime. I built out this functionality using SpineEditorUtilities.ReloadSkeletonDataAssetAndComponent(), which works great but it doesn't work in a build. Is there an equivalent way to do this in a build?

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That did the trick, thank you!

Glad to hear it helped, thanks for getting back to us.