Our skin color and facial features, including various types of clothes, can be replaced or dyed. Because there are some superimposed wear requirements, a piece of clothing may be cut into several accessories, such as the body, left sleeve, right sleeve, etc.In fact, there are already 13 atlases of 2048*2048. Due to the relatively high degree of freedom, if only the AddSkin interface is used, it will produce a lot of Skin, some skins actually only need to change the texture, and it seems that such atlas will continue to increase, so we need to choose compression, may I ask if there is a better solution, thank you
Our folder directory looks like this,Each subfolder is a set of skins.If we use folders to package atlases, we will print out many, many atlases. Is there a function that allows us to choose which folders to make into one atlas?Like all the bodies in one atlas, all t-shirts and pants in one atlas, etc.
Another question, if a spine animation itself has too many skins, such as more than 60, but the runtime will only use about 10 skins for AddSkin and combination, will the consumption be relatively large?
Harald đã viếtWhy are you using compressed textures, which prevent you from using GetRepackedSkin
? If you can switch to uncompressed textures you could pack everything into a single atlas texture.
In general using GetRemappedClone
is not something that we would recommend to use excessively. Instead we would recommend combining skins (also if not repacking them) as described here and having larger atlas textures exported from Spine for sets of e.g. multiple eyes, eyebrows, faces, etc. This skin API is also demonstrated in the Mix and Match Skins
example scene.
Apart from that, you could arrange your draw order in a better way so that you group e.g. your eye skin texture usage, instead of having e.g. 7 draw calls for eyes and eyebrows. Please see the spine-unity documentation page section here for details.