It looks just fine in Spine editor, but after importing in Unity sprites are not shown correctly. The cropped parts of another sprites are shown through mesh area. Theese sprites are obviously just near sprites from sprite Atlas. Can i somehow avoid this?
So how it looks:
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I have tryed to change packing settings on Polygons and Rectangles and it does not word. Howerver Grid packing works fine, but... it makes 16 2048x2048 atlases in my case (rectangles and polygons 4). So this is not really solution.
1) It this actually bug, or this behaivour is really intended?
2) Can i somehow workaround it, any trick?
3) I know this idea to rig multiple sprites on the same big mesh is pretty messy and "quick and dirty". Animations is not very nice. But so i can rig all 30 characters just via Linked Mesh. Is such rigging supported by Spine? Or this is really not how it is intended to be used and sprites should be always rigged ony the pretty tight mesh. Not as in my case, where a small tail takes lesser then 1/4 of mesh space.
4) Can i somehow pack all sprites via rect/poly, and only tails via grid?
5) Is this somehow related to multiple skins in rig, or this is a generic problem?
So do i have any better options, as rerig everything vis unique meshes?
Spine: 3.8.75
Runtime: spine-unity-3.8-2019-10-22
upd:
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6) btw: is this bleeding? only happens with rectangle packing, but with poly-packing works fine.