I'm not sure what the Atlas Assets parameter is for.
Based on documentation:
Atlas references are used by the skeleton to resolve the exported image name references to the respective image areas for rendering.
Upon import the Atlas Assets array is automatically populated with one entry per atlas asset (ending with _Atlas).
In case spine-unity failed to automatically assign all required atlas assets, you can change the Atlas Assets Size to the desired amount of atlas assets and manually assign the required atlas assets to Element0 - ElementN.
But when I import the assets into unity and try to modify the size of the array (size parameter), the value goes back to 1 when I press enter.
Dragging another _Atlas asset into the appropriate field in the Inspector also doesn't change anything.
Interestingly, after enabling the Debug mode for the Inspector, I can freely change the value of the size parameter and drag any asset _Atlas.
When exporting a project from Spine, we have the option of creating several atlases that differ in scale (Scale parameter in the Output section) and suffix.
Suppose I want to export an atlas in scale 1 and a second atlas in scale 0.5, with _full and _half suffixes.
The scale 1 atlas consists of several pages, while the 0.5 scale atlas consists of one page.
How will it be handled in Unity during import? My impression is that when I drag all the contents of the exported files from Spine to Unity, one asset _SkeletonData is created and an atlas of scale 1 or 0.5 is randomly assigned.
How should I import these two variants to the project, if I would like to use them, depending on which device the application will be run on (for a weaker device atlas in lower resolution, and for a stronger one in the original size)?
Does the runtime provide an API that allows for the appropriate selection of atlases after starting the application?
Runtime 4.0.0 for c#