Hello,
I'm building a character skeleton for a Unity game, and in this game, I want to have a large version of the character and a small version of the character. In addition, I want to be able to adjust the atlas that is used for both retina (e.g. iPad 3) and non-retina screens (e.g. iPad 2).
I am trying to get a better understanding of how this will work with the TK2D runtime. My running theory is this:
Create a TK2D atlas for the large character, set the platforms to use 1x and 2x, and create textures that are named <removed> and textureName.png. When viewing the textures in the TK2D Atlas editor, it will be called "textureName".
Create a different TK2D atlas for the small character, and perform the same set of operations as with the large character atlas.
At runtime, set the TK2D platform setting to either "1x" or "2x" to use either the retina or non-retina source images. Then, depending on whether the character should be small or large in the Unity scene, adjust the skeleton scale accordingly.
Is this correct? The reason I ask is because I'm not sure I completely understand how attachment names are related to image names in Spine Editor, and how they correlate to the names of the textures in the atlases.