The following page shows some documentation on the options that you have when using the Spine Texture Packer separately:
Texture Packing - Spine User Guide: Using the Spine Texture Packer separately
Via your folder structure you can control which attachments will end up at a separate Atlas page:
Texture Packing - Spine User Guide: Folder structure
Admittedly, that may be a lot of work when you really want to have only one to three attachments on a single atlas page, so that might be a labor-intensive way to achieve your goal.
You could also specify a small texture atlas Max Width
and Max Height
to automatically generate many small atlas pages.
mariyappan.r escribióIf we give them separate Texture atlas for each skin and while combining the skin to create the whole character, we are combining like 4 different textures to create it, and if we need a small attachment from one texture, it will bring the whole Texture atlas. So my Developer is saying its not feasible to use the combine skin method.
Note that by default Unity loads all atlas page textures that are referenced in an Atlas asset. If you require streaming / dynamic loading and unloading, then you will need some additional setup to accomplish loading only the used textures. What is your planned approach in this regard?
If you only want to switch out single attachments, you might perhaps want to use these as normal Unity Sprites, as can be seen in the Spine Examples/Other Examples/Mix and Match
example scene. It might not be a good option though when you need to swap out differently sized MeshAttachments
that need to be deformed.