• RuntimesUnity
  • Activate on-demand texture loading in unity

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

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@razor10 Sorry to hear you're having troubles. The com.esotericsoftware.spine.addressables package should automatically load the high-res addressable textures if everything is set up correctly.

The few steps in the short Documentation.md file file are really all that's needed.

Did you receive any error or warning messages in the console?
If not, could you please show some screenshots of your Inspector settings at the respective Assets involved in the on-demand loading?

  • razor10 ответили на это сообщение.

    @razor10 You could also try if changing the Addressables preview mode in the Editor changes anything in this regard. Anyway, it should work in the build regardless of the preview mode.

    Harald Happy to hear that "package should automatically load the high-res addressable textures if everything is set up correctly". I was under assumption that on-demand loading module only configures the spine for on-demand loading by separating textures into addressables. It'd be great if you add this line too into the documentation 🙂

    I'm not really sure what happened here. I removed the on-demand module as i didnt had success and closed unity. And today after your message, i've reconfigured it again. and VOILA! Its working as expected. I triple checked my steps again, and everything seems to be same as i did yesterday. Probably, the addressable detection or unity restart or reinstalling the package fixed something.

    Thanks for this amazing module(on-demand loading) introduced into spine unity & your support on this forum👏🏻. On final note, if possible, please improve documentation with additional notes (automatic addresaable loading, feature of "assign placeholders" "use normal textures" buttons, checklist steps for this module work as expected etc).

    @razor10 Glad to hear you've figured it out, thanks for getting back to us!

    Thanks for the feedback, sorry for the very short documentation text. A more detailed documentation with more descriptive text and images was of course planned (similar to the Timeline documentation). We just wanted to wait a bit until the module has matured a bit, as we were not certain if major changes would be necessary.

    Until the full documentation page is ready, I've improved the readme text to mention the necessary steps more clearly: Documentation/Readme.md