on (release) {
_root.skininstancename.swapDepths(10) ;
_root.navigationinstancename.swapDepths(11) ;
}
I chose 10 and 11 as arbitrary depths that I was pretty sure would be higher than the depths of anything else that I might include in the overall composition of the application.
When each skin button is clicked, it swaps the skin associated with the instance name to depth 10, and then brings the movie clip containing the navigation up to depth 11 to make sure that it remains on top of it. For each variation of the skin, you should change the skin name referenced by the ActionScripts assigned to that skins button, but you dont need to change the depth. Bringing one skin up to depth 10 automatically pushes the existing skin, which was at depth 10, behind it.


