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  • [Naming Exports] No way to rename Spine skin texture exports

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I'm exporting a Spine project into Unity that has 12 skins in it and and when the sprite sheet imports into Unity, all the files have the same name but are in numerical order. Example, Character, Character2, Character3. Then the materials that Unity generates have the same issue but it's the title of the Spine export plus the material name. So the name that is generated is Character_Character, Character_Character2, Character_Character3. I've tried renaming the materials to the proper name (Example Character_Sam) and keep the child texture referenced but when you re-export the Spine files, all the names get killed (Example Character_Character).

Will/does Spine have a way to add custom names when exporting skin texture data into Unity to keep the workspace more organized? Example if the Spine parent name is Character but the skin name is Sam but the exported texture would be Character_Sam.

I'm on Spine Enterprise 3.8.79 on Windows 10 and Unity 2019.2.13f1

If you need specific names for your atlas textures, you can use the command line interface and optionally a pack.json description file in each folder: Texture Packing - Spine User Guide: Texture atlas name

In general, it is recommended to set up command line scripts to automatically export your skeleton and atlas files efficiently, so you can also quickly re-export them all in one go, e.g. upon Spine version upgrades.
Export - Spine User Guide: Command line
For example, here is a script we use to export all the Spine example projects and to create texture atlases:
spine-runtimes/export.sh at 3.8

Hey Harald, this may be a silly question but how to I access the command line to change file names? Also will there be a future update to make this process easier?

Thanks!

CathyN escribió

how to I access the command line to change file names

Do you mean how you open a command line terminal or how to write batch or shell scripts on Windows or MacOS/Linux?
On Windows you would open cmd (command prompt) after hitting the windows-key. You could also install a Linux bash environment on Windows, which is more convenient (Git for windows comes with Gitbash for example). You might want to google this as it's a bit more effort to install.
On MacOS/Linux you would have the terminal window.

On Windows (without bash) you will then create a .bat batch script.
On MacOS/Linux (or bash on Windows) you would create a .sh script, similar to the export.sh script listed above.
Until you get the scripts working, you may then want to execute them from the command line to see potential error messages.

Unfortunately Nate is currently very busy with the curve editor, so I fear it will take some time until he gets to rather cosmetic feature requests.

Ah, gotcha. I'll try this out. Thanks for the help! 🙂

AH, I would happen to agree the curve editor is more important than this. 😛

You're welcome. 🙂