To simplify our pipeline working with meshed skins, we export from Photoshop while keeping the white spaces.
Once in Spine, we rigg and mesh a first skin then we create the other skins by duplicating the first one.
We noticed that switching skin takes much longer than if we had used white-space-trimmed assets.
Is this foreshadowing possible problems once in Unity or in game?
Since the original size and offset data are present in the Atlas when exported, could this impact performance?