@Dyonisio The problem is that you are using a Sprite with size 520x688 equal to the packed and padded atlas texture size, while the original attachment input image 0_default_Cabelo1_A.png
which is used in Spine had a size of 647x478 (before any padding or whitespace stripping adds or removes transparent pixels). Since you are using a mesh attachment instead of a region attachment, it will unfortunately not automatically scale accordingly when setting useOriginalRegionSize
to false
, as this only affects region attachments.
So to fix your problem, when using a Unity Sprite as input, always keep to the original input attachment image size (647x478 in your case) and not to the resulting (potentially padded or stripped) atlas texture size.
Alternatively, instead of using Unity Sprites, you could also attach attachments from another Spine atlas, as shown in the Spine Examples/Other Examples/AtlasRegionAttacher
example scene.
Apart from that, I noticed that you are using non-power-of-two sized atlas textures in Unity, but don't have Power of Two
set to None
at each of the Textures in the texture import settings. We recommend to either export textures from Spine as power-of-two or set Power of Two
to None
in Unity. Otherwise you will at best have resampled images (loss of quality), and in the worst case receive errors if you should later decide to repack your skin to a single atlas texture (as described in the Runtime Repacking section here ).