• Unity
  • using SpriteAtlas for mix'n'match repacking

is it possible to bake some of my textures into a SpriteAtlas and use that for spine mix and match equipping? it seems to be failing in AttachmentTools when trying to get the sprite.texture (the texture is null and from what I can gather, not accessible). is there some other way to do this?

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Does the SpriteAtlas maybe have the read/write flag disabled?
How did you create the SpriteAtlas, i.e. how did you assign the single images that go into it?

I ended up getting this working actually.

My steps:

  1. import a bunch of textures into unity (head, torso, forearm, upper arm, etc)
  2. make a SpriteAtlas that contains those textures.
  3. make an asset bundle that contains the SpriteAtlas
  4. at runtime, download the asset bundle, load the SpriteAtlas, and get the Sprites from the atlas.
  5. pass the sprites to Spine to packed up

The thing that was tripping me up is that you have to go into the Editor Settings and change the Sprite Packer Mode to "Always Enabled". If you build asset bundles in a separate Unity project, you must set it to Always Enabled in BOTH projects for this to work.

Glad it worked in the end. Thanks for letting us know your solution, very much appreciated!