Hello!
I been wanting to implement the runtime texture loading, so i can load only the textures based on current skin being used in game and not load 100 other skins I have on skeletondata into the memory. I found that on-demand texture loading feature can help. I checked with below link and configured the Addressable Texture Loader. Now I successfully having low-res textures of spine in the game.
EsotericSoftware/spine-runtimes1890
The documentation "com.esotericsoftware.spine.addressables/Documentation" talked about marking the high-res textures as addressables, which i've done and also built the addressables & uplaoded into my addressable pipeline. So the question is how to load these high-res texture addressables? Would addresable loading happen internally within on-demand spine loading module or need to implement manually & assign them?
Kindly excuse me for my limited understanding here on this module. I wanted high-res texture to be loaded during runtime/playmode on skeletonanimation/skeletongraphic components. Currently on build it shows only lowres textures, on editor also the lowres textures(as i clicked assign placeholders before entering playmode, hoping it will auto fetch addressables and replace the needful textures dynamically as per skin being displayed on screen)
Thank you