I have a relatively large player character file, and I'm trying to set it up with intelligent future-proofing for multiple skins. My last project used an older version of Spine, I've upgraded to 4.1.21. Already adding new skins is much easier. I'm wondering if there is a way to separate the texture atlas in a way that allows for more dynamic loading.
Players are asking for a much larger range of customization features. In our first project, we used one super texture of all the player character parts, I don't think this will be possible for the size of the new project. Any recommendations?
Future proofing for many skins.
Alex_Line Are you using the spine-unity runtime in your game project? If so, you can repack textures at runtime. This allows you to collect only the texture regions used by the skeleton and repack them into a single texture at runtime, even if the skeleton has many texture atlas pages. However, other runtimes do not provide an easy way to do this, so I would first like to know which runtime you are using.