Thank you so much for your kind answer. 🙂 🙂 🙂
Do you mean avoiding creating any altas? Neither in Spine, nor Unity's Sprite Atlas?
=> Yes avoiding createing any atlas.
If I simply move scene a -> b, it's a very easy situation.
But our situation depends on the scene and platform.
For example
Scene a is
Customize various costumes with the PC costume tool, pack the results, and save the results
I'm trying to get (by requesting the server) the contents packed in scene b, which is used on mobile, at runtime.
(Repacking at runtime is not only disconnected from mobile, but also turns off the app. It uses a 15-sheet 2048 atlas file.
If you can't imagine the situation, it would be convenient to confirm that I sent the Spine data by email because Nate asked for our Spine file due to a problem with Spine 4.0 beta export.)
The current situation seems to have succeeded in creating an atlas file by taking all region information from the repacked skin and making it in runtime to fit the spine atlas file (.atlas.txt). (Refer to the load function in atlas.cs in spine-unity.)
To summarize what I did,
- After choosing all the clothes in scene a
- Save 1 repacked png file
- Create atlas.txt in scene A with regions of the repacked skin object (see load function of atlas.cs in spine-unity, see Atlas export format)
Unity seems to recognize the atlas.txt of my repack.
But I don't know what to do as there is no repacked object of type skin in scene b.
Because scene a and scene b are independent.
I want to do something like this
SkeletonAnimation.Skeleton.SetSkin(RepackedSkin); //RepackedSkin is a skin packed in `a scene`
I think this is the
"save all slot's attachments of a skeleton to disk"
you mentioned.
How should I save it?