wpw1221 Is it possible or recommended to repack all the parts used in a scene into a few texture atlases, rather than repacking a separate skin for each character, to reduce draw calls?
You should theoretically be able to write code to pack multiple skeleton's attachments, via e.g.
GetRepackedAttachments
instead of GetRepackedSkin()
, but if this requires multiple atlas pages it won't really work as well due to the way that Unity's texture repack calls work, downscaling items until they fit.
There is also a theoretical problem with repacking multiple skeleton's attachments at runtime when requiring multiple atlas pages: how should they be grouped, which attachment should go where? If they are grouped badly, it will lead to lots of additional draw-calls when each skeleton uses attachments from alternating atlas pages.
If you know that multiple skeletons fit on a single atlas page, it's likely best to pre-pack them in the Spine Editor or via the command line by packing via folder structure. As I don't know your project, I can't say how many attachments are shared, what your skeleton count in view at once is, etc, so it may vary from project to project.