Hi Nate,
I'll attach an example atlas test data from my export. As you can see, some frames have no origin data and some do. For my use case where I use the "maximum bounds" - setting, this is no problem as I can use the same origin for every single frame. Just wondered if this might cause trouble for people using different setup, where every frame would have a varying size.
Thanks for clarifying the version, I'll get the files straight from Git to make sure I have the latest ones and try them out!
Adding a small update: so with my own data, the importing and applying the regions as texture sprite slices everything seemed to work just fine. I noticed that your example data used indexing for the frames. I made another test with my own data where I also used the indexes and seems like your Unity importer/tool doesn't know how to apply the texture regions when the indexes are used. Not sure if this is only a problem in the beta, but just so you know.
That said, the feature seems to be already good enough for my use case at least, so again, thank you for the quick implementation! I'll now look into making sure that the origin data works properly and report back if I encounter any problems with it. At a glance it looks to be correct though 🙂
Something more I discovered. Tried reading the new data and first failed miserably. I then noticed I had the texture packer setting to scale the resulting atlas at 0.5. I guess this option should mostly be used if you want to export different quality versions of your assets (hs/sd). However, the new origin data does not respect this setting but rather saves the origin data always using the 1.0 scale. For the smaller scaled one, this makes it impossible to use the origin properly as other data is affected by the scale. And now I specifically mean the scaling variant setting in the texture packing settings, the general scale in the general png export setting seems to work properly with the origin data.
The general scaling should be more than enough for my use case though, but maybe this is something you want to fix before rolling it out in a final release 🙂