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  • Asset from texture packer in Unity

I'm asked to make separate png for some assets. We want 1 png just for the character costume assets, 1 png for weapon1 assets, another png for weapon2 assets, and so on (png size for costumes and weapons might be different).
We plan for the character's different costumes generated with skins, while the weapon variation generated by codes.

I notice there is Texture Packer option to make several assets based from each folder. But I don't know how to apply or adjust it in Unity to my JSON file. Is there any tutorial for this?

And is there any way to choose several folder in 1 png asset with texture packer (not all subfolder, just some of them)? Or should I put all subfolders in 1 different folder and change all asset directories if I want to do that?

Btw, my Spine version is 2.1.03
Thank you very much.~ 🙂

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Hello Mitch, I'm really thankful for the link. 🙂
So I was preparing body and costume assets in 1 png, and each variation of weapon assets in each png via texture packer. And then exported JSON without atlas.

But I have trouble when I try to open my JSON files in Unity. It only ask once for the missing asset and didn't bother to ask the remaining asset. The skeleton data will be error after that. :S
If I use the same name for asset, png, and skeleton, it will automatically ingest and still error. It didn't even bother with the remaining asset that I've prepared.

Is it perhaps because I'm using different version of spine/runtime/unity? Or is it because something else?
I'm using Spine 2.1.03 pro and Unity 4.3.1f1

Thank you very much. m( _ _ )m

You won't be able to use SetAttachment just by including the Atlas in the folder - it must be referenced by the JSON directly.
If you want to use SetAttachment you must first create an Attachment at runtime. Take a look at the AtlasRegionAttacher script's code for how that can be done. I dunno how compatible everything is with Unity 4.3 at the moment. Are you developing for Console?? (only reason to remain on 4.3) if not you should upgrade.

My programmer a bit confused how to check the AtlasRegionAttacher script code when the skeleton data is error. Should I just export it with JSON export and 1 atlas like usual to look for it?

Skeleton data cannot show error. Fix that first.