That's right.
And yes, the goblin sample is very old. It uses the Skins feature for different characters. It didn't involve any equip system.
A Skin at runtime is just a place where the skeleton keeps its attachments.
When a skeleton is animated, asks can ask a Skin, "give me the helmet
attachment for slot 3". And a dark warrior Skin can give it the dark-warrior-helmet attachment.
A Skin Placeholder in Spine is just the name stored in the skin. In the above example, it would be "helmet".
The skeleton's skin is kept in Skeleton.Skin
. You can change it by saying:
skeletonAnimation.Skeleton.SetSkin(yourNewSkin);
skeletonAnimation.Skeleton.SetSlotsToSetupPose();
skeletonAnimation.Update(0);
The skin system works in a plain way like how it's used in the goblins example.
But can also serve an equip system if you create a custom Skin, and set the individual attachments.
eg. "I want helmet
for slot 3 to be leather-archer-helmet. sword
for slot 5 to be dark-warrior-sword".
That's what the mix and match custom script is doing.
The other half of the mix and match script is just showing different ways of getting an attachment to put in that skin. You can get it from an atlas, from a Unity Sprite, from attachments in existing Skins, or as a new linked mesh from an existing mesh if you want animated deformation.