Hello! The short question is: is there a way to make Atlas Assets resolve the texture it's going to use from "top to bottom", meaning try to use the atlas asset on top and if it can't resolve one specific skin there go to the next as a fallback?
Our use case is the following:
- We have one big Spine file with all skins (basically all our characters, enemies, npcs, and everything that share the same bone structure are in that main file + then some more as character sizes sizes are just stacked 'bones' animations)
- Every time we export and pack from spine it gets large and long and overwrites too much on the Unity side (overrides texture names, uses 'default' namings usually the Spine's file name, etc)
So we have started to use CLI tools, they work great, that way we can pack new textures to new folders and just allow artists to work completely separate on their photoshop files, run PSD jsx export scripts from there while a technical artist can run packer routines by calling Spine runtime in batch mode on pack said new folders.
This last step creates a 'packed' atlased textures with the corresponding .atlas.txt files. So far so good.
Importing this file in Unity properly detects the regions and creates the corresponding material.
Now here is the part where we got stuck... original spine at some point was exported with the packing option, per folder mode, so it has some of the atlases on its default atlas.txt files, however we would like to use that only as a fallback and start using the 'separate' atlases that the spine runtime routine can create.
In our current case the spine file picks atlas region bounds that seem outdated or wrong, definitely not respecting the material that we are assigning on the new one either because removing a corresponding material found on the 'default/fallback' atlas asset it turns pink even though it properly exists on the 'added on top' atlas asset.
Does that make sense and is it even possible? Can the Atlas Asset list be used like this?
Thanks a lot in advance, great tool, our latest games are using it to our best understanding.