We have quite many .spine files that don't have any textures (they are used to animate positions, scales etc. ). How would I export these from Spine and import them to Unity?
If I go with normal flow and try export from Spine with atlas, then I get following error when I import them to Unity
Materials not set for atlas asset: ItemEffectAnimation_Atlas
UnityEngine.Debug:LogError(Object, Object)
Spine.Unity.SpineAtlasAsset:GetAtlas() (at Assets/Spine/Runtime/spine-unity/Asset Types/SpineAtlasAsset.cs:135)
Spine.Unity.Editor.AssetUtility:IngestSpineAtlas(TextAsset) (at Assets/Spine/Editor/spine-unity/Editor/SpineEditorUtilities.cs:834)
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If I export with no atlas ("packAtlas": null) then I get following error when I drag the skeletonData to scene
NullReferenceException: Object reference not set to an instance of an object
Spine.Unity.Editor.SkeletonGraphicInspector.InstantiateSkeletonGraphic (Spine.Unity.SkeletonDataAsset skeletonDataAsset, Spine.Skin skin) (at Assets/Spine/Editor/spine-unity/Modules/SkeletonGraphic/Editor/SkeletonGraphicInspector.cs:200)
Spine.Unity.Editor.SkeletonGraphicInspector.SpawnSkeletonGraphicFromDrop (Spine.Unity.SkeletonDataAsset data) (at Assets/Spine/Editor/spine-unity/Modules/SkeletonGraphic/Editor/SkeletonGraphicInspector.cs:171)
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workaround is to add invisible texture to .spine that causes the atlas to be created, but if there is a proper way for this, I would like to hear it.