Hey guys,
I'm really stoked to have come across Spine, it's really blown my socks off - I haven't been this inspired by a 2D art tool since Dpaint... pure craftsmanship. 🙂
Now the question: I'm going through the Unity sample from github and I notice you're storing atlas data in absolute pixel values rather than UVs, is there a reason for this?
Obviously with multi-platform there's a strong desire to support multiple target texture resolutions
Will I break anything if I write a bridge to convert to and read from UVs instead? (not that I fancy doing it, but I realise you're going to be pretty busy for the forseeable)
Cheers