Hi,
I've been testing the spine mix and match flow with the Unity runtime and i'm wondering if it is possible to use already-unity-packed sprites with Option 2 described here (Option 2: Use template attachments in Spine, and generate Attachments from UnityEngine.Sprites in Unity. http://en.esotericsoftware.com/spine-unity-mix-and-match)
Using already-packed sprites would be nice to avoid the Runtime Repacking if possible. I'm imagining a draw order where it draws from the packed atlas for the equipped item, and draws from the main texture for the rest of the character.
A quick test by modifying the Mix and Match Equip example scene does not seem to work - but maybe i'm missing something!
Here's what I did
- Start with the Mix and Match Equip example scene
- Create a unity Sprite Atlas asset containing the Spine Examples/SpineSkeletons/spineboy-unity/Equips/ "goggles-normal" "goggles-tactical" "gun-freeze" and "gun-normal"
- Set the import settings on those sprites to be "Full Rect" and "Read/Write"
- Uncheck the pre-multiplied alpha flag on the EquipSystemExample script so that it no longer creates temporary textures when calling attachment.GetRemappedClone(...)
If i'm understanding the documentation, this should render the existing sprite but I just see a white polygon when equipping it.
Anyone have thoughts? thanks!