Hello! Sorry for this very late reply, I wasn't receiving notifications as I realized they were disabled on the profile settings.
Alright, let me get a second look and run on this, I think the SpineBot reply might have something there.
I'll try to come back with pictures for better explaining, but it goes like this:
Let's suppose a spine file that contains the Player Skins, a "Gunner" enemy, and a "Light Soldier" enemy.
- The Spine file is called: "MainSpine.spine"
- We export the Spine file (via CLI) it packs all textures (per folder mode)
- This creates the SkeletonAsset, atlas asset, a bunch of textures (MainSpine_1.png, MainSpine_2.png, etc), and materials
- This is quite unsustainable as is, so we actually rename all those textures (MainSpine_PlayerSkinX, MainSpine_LightSoldier.png, etc) and change the atlas.txt files to point to those and note "1", "2", "_N" generic naming (this is automated)
- We do have a custom shader that handles normals, extra data channels, etc so we create a base material and the ones assigned to the skins are material variants of that base material but with the properly assigned expected '_MainTex' for a skin. That's properly assigned on the spine material assets list (the one that finds the pages and all)
So far so good, this works and is great.
Now suppose that an artist creates a new enemy, "Heavy Soldier" skin, it's on Spine visible and working, it happens to use another skin as it's base for meshes, animations, etc, so it's pretty much automatic.
I was trying to:
- Pack this Heavy Soldier skin on its own: this creates a "MainSpine_HeavySoldier.png" file and .atlas.txt file
- Export the updated Spine file, but only the Spine, no texture packing at all.
- Then in Unity the MainSpine_PlayerSkinX, MainSpine_LightSoldier.png, would continue using what they had already working, the new Heavy Soldier (which wasn't there before) would use the recently packed and exported one.
- Now, sure thing I could start by splitting the previous working ones and separate them again, however, if one extra standalone atlas asset wasn't working for me yet didn't want to break what's already working.
Hope that's more clear, but let me do some extra tests later on with the provided extra info and explanations.
Appreciated the replies, very helpful and sorry again for getting back so late afterwards.