shufflepuppy wrotedo I really need to duplicate the head and hand assets just for a new skin or is there a way to copy that information over so that both the head and the hands are shared between skins?
The same attachment images can be shared between skins. Please have a look at the Mix-and-match
Spine example project that can be selected from the welcome screen, switching from the Recent
to the Examples
tab.
shufflepuppy wroteSecondly I have like a scuba suit design for water sections and its basically skin tight given its a scuba suit, my question is should the scuba suit be a layer over the body parts or should I just outright replace the body parts with the scuba suit?
When it's skin-tight I don't think it's a good idea to overlay the suit on top of (naked) body part attachments. This is especially problematic when using mesh attachments, there you then need to be sure to set the same vertex weights so that lower layer parts do not show through.
If you have major parts of the (configurable) body parts below showing through and it's rather armor-like on top, then you could go for the separate layer on top. This would then save you the duplication effort when you can switch-out the body parts below from e.g. male to female while keeping the armor the same.
shufflepuppy wroteAgain I get skins for the most part but Im just wondering with unity and plans for multiple outfits in mind what the best way to go about this would be thanks in advance!
In general it depends on how many equipment parts can be combined. If the total number of combinations is e.g. five, you could go with a Spine Skin for each one. At more than five I would definitely create a skin for each equipment part and then combine them programmatically in Unity using the new skin API, as described here:
spine-unity Runtime Documentation: Combining Skins
Mix and Match with Skins
Also note that you can preview multiple combined skins in Spine via the Skins View:
Skins view - Spine User Guide: Skins view