guaxinim_raccoon

  • 17 дней назад
  • Регистрация: 12 дек 2024

    guaxinim_raccoon Your question itself is about the operation of the editor, but I thought it was actually a matter of the way it was implemented on Unity, so I changed the tag to Unity.

    Actually, there are our official recommendations on how to improve the performance of loading and rendering skeletons when there are a large number of skins and a large number of textures to load:


    It is possible to pack multiple texture atlases in the way described by Spinebot, but you will still need to update the skeleton data each time you make changes to the skin. So instead of having separate skeleton data for each skin, it is better to keep them together, but load lightweight dummy data when the skin is not actually needed.