I'm working on an indie side-scrolling MMORPG and I'm beginning to worry about scaling a large number of attachments within the spine and curious as to if there's a better way to handle it. Currently I only have a few tiers of equipment (of different types) however considering I have 9 equipment slots that can affect the way the character looks, this has easily turned into nearly 100 different attachments.
Cloth, Leather, Plate (3 * 9) = 27 * 3 (armor tiers for the tech demo that we're preparing) takes us to a total of 81 attachments inside the spine editor.
If we add dozens of tiers of equipment this can scale out of control very quickly to thousands of attachments.
Is this something that spine is equipped to handle, or is there a different way we should be handling our equipment?
I'm using the PRO version of SPINE and I do use PRO features such as IK Constraints and Deformation on the equipment for certain animations, so just overlaying equipment on a joint after-the-fact wouldn't really work for me.