Slots
A slot presents one of N attachment meshes at a time - use it for hard swaps like sword / staff / empty, brow up / down, or an expression change. The parent panel lists every slot in the scene (each row selects it) and hosts Create Slot.
In Godot each slot becomes a Node2D under the bone with its attachments as sibling children; the default starts visible, and a slot_attachment animation track flips visibility per key. For a continuous, driven change instead of an either/or swap, use Drive from Bone.
Active Slot
Shown when a slot Empty is the active object. Lists the slot's child attachments, lets you mark which one is visible at scene load (the SOLO star), and adds the selected mesh as a new attachment.