Edit: Fixed. Solution was to call skeleton->setToBindPose after swapping skins.
I know the C++ runtime is still in development, so it's possible that this isn't fully fleshed out yet.
Swapping skins at runtime isn't working for me. If I load up the goblins skeleton, and set the skin to either "goblin" or "goblingirl" then play the animation, it works. However, once I pick one I'm stuck. I tracked it down the the Skin::attachAll method. It doesn't get inside the if statement comparing attachments.
What are we testing there? Surely the attachment addresses shouldn't be equal. I tried changing it to check attachment->name, but that doesn't seem to be set anywhere. I'm pretty sure that's an easy fix, but I wanted to make sure that's the right direction before I do it.
FWIW, if I change it to if(true) the swap goes perfectly, so everything after that works great. :sun: