Ooh ya that Lock on the dopesheet helps a TON. I'd still love to see some kind of folder groups (just easier to keep track of than selection groups - especially between sessions) but this is far better than I realized I had it 😛
I doubt the crash is repeatable but I'll file a report if I'm able to reproduce it or if it ends up happening repeatedly.
What I meant by exportable was if the clipping mask comes along in the unity JSON and atlas. Like, for instance, the blending modes currently don't export (but the alternative to it in unity, ie: finding the right slot + separating it + changing its blending mode in unity, works fine). The reason I'd want a way to automate the creation of the bounding box to follow an image is, especially if it's expensive to run tons of them, is because you could use them exclusively within spine as a means of visualizing what the masked animations would look like (and deleting them all before exporting the JSON if they do export). Then within Unity, it's dirt cheap to just separate the mesh, attach a shader to the area acting as the mask, and then a 2nd shader on every object you want contained within that mask, for pixel perfect masking.
That said I just have to rethink how I'm building these files to make use of the current clipping mask you guys have implemented. I think this is more just me trying to work within the old confines of the program prior to 3.6 still. The current way you have it is actually much more efficient assuming the clipping masks aren't somehow wildly expensive at run time. I doubt this is the case however, as whatever wizardry you guys have in the Unity JSON/atlas exporter that drops the filesize by like 90% is a godsend. I wish all my 1gig folders of pngs paired down to 500kb-1mb of data 😛
Thanks again for all your help and for taking my ideas under consideration 😃