Yeah, honestly, the submeshes thing is a bit weird at the moment.
- On your SkeletonAnimation inspector, open the
Advanced
foldout, and then the Submesh Separators
foldout.
- Set the size to 1;
- Pick a slot. This slot will determine where the draw order will split. Everything above that slot will be one mesh. That slot and everything below it will be another mesh.
- On your
SkeletonAnimation
inspector, press Reload
(for good measure)
- On your
SkeletonAnimation
inspector, click on Add SkeletonUtility
.
- On the SkeletonUtility, click on
Spawn Submeshes
Step 5 should have made your SkeletonAnimation invisible and generated two new GameObjects called Submesh 0 and Submesh 1 under it.
Submesh 0 and Submesh 1 have controls for sorting.
To prove that it works, try moving the position of Submesh 0 and Submesh 1.
I recommend doing this in a clean scene first just so you can be super sure about the steps.
I just tried it now and it kinda did weird stuff. It failed the first time and didn't become visible right away, or the first time, it always only spawns 1 submesh object. Eventually got it to work, but it was annoying.
If it didn't work the first time, click around, or try it again.
It also seems to be kinda flimsy when you start changing the split-slot and respawning submeshes.
But it works well after you've finally set it up.
I really want to fix how this does things.