@kido0617 I'm sorry to say that Z Position
is only respected when using Mode
Follow
. Please note that a Bone
in a skeleton has no Z-position, it is only represented in 2D space internally. In the resulting mesh, any attachment's Z position is defined via the Inspector property Advanced - Z Spacing
combined with the current draw order.
It would also not be well-defined what should happen if you could change the Z position of all attachments at a given bone, since draw order dictates which attachments are drawn on top of other attachments. Moving their Z-position would not change that since usually skeleton shaders don't write to the depth-buffer on purpose. As a result you would get an attachment which is moved far-back but which still renders on top of other attachments that are in front of it in terms of Z-position.
Mentioning for sake of completeness:
Regarding following Z position, there has been a bug which is fixed on 4.2-beta but will not be fixed on 4.1 to not break existing projects:
EsotericSoftware/spine-runtimes2255
So on spine-unity 4.1, the Z Position
property has no effect.