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How did you create your atlas?

with texturepacker. I exported it as Unity Data Format in the Output Settings. When I change it to LibGDX I get this error:

"Error reading skeleton JSON file for skeleton data asset: New Spine Skeleton Data
Region not found in atlas: ch_ear (region)"

spine-unity uses the libgdx atlas format. The latest error looks like you have an image on your skeleton that isn't in the atlas.

일 년 후

I have the same problem now, but i'm using the native atlas exporter from Spine... What am I doing wrong?

What is the problem?

Error reading atlas file for atlas asset: DragonAtlas
The requested value was not found.
at System.Enum.Parse (System.Type enumType, System.String value, Boolean ignoreCase) [0x000f1] in /Users/builduser/buildslave/monoAndRuntimeClassLibs/build/mcs/class/corlib/System/Enum.cs:615
at Spine.Atlas.Load (System.IO.TextReader reader, System.String imagesDir, TextureLoader textureLoader) [0x0005d] in C:\Games\unity\games\Queens Garden\Assets\spine-csharp\src\Atlas.cs:107
at Spine.Atlas..ctor (System.IO.TextReader reader, System.String dir, TextureLoader textureLoader) [0x0001c] in C:\Games\unity\games\Queens Garden\Assets\spine-csharp\src\Atlas.cs:83
at AtlasAsset.GetAtlas () [0x00077] in C:\Games\unity\games\Queens Garden\Assets\spine-unity\Assets\Spine\AtlasAsset.cs:63
UnityEngine.Debug:Log(Object, Object)
AtlasAsset:GetAtlas() (at Assets/spine-unity/Assets/Spine/AtlasAsset.cs:66)
SkeletonDataAsset:GetSkeletonData(Boolean) (at Assets/spine-unity/Assets/Spine/SkeletonDataAsset.cs:67)
SkeletonComponent:get_Initialized() (at Assets/spine-unity/Assets/Spine/SkeletonComponent.cs:65)
SkeletonAnimation:Initialize() (at Assets/spine-unity/Assets/Spine/SkeletonAnimation.cs:64)
SkeletonComponent😮nEnable() (at Assets/spine-unity/Assets/Spine/SkeletonComponent.cs:421)


I found the problem!

Removed the line size: 1013,510 from my atlas file and the problem is solved!


Just a note! I'm using FFD Unity Spine.

Probably you need to update your runtime to the latest.

The official runtimes alreadys supports FFD or do I need to continue using the FFD special version?

The official runtimes already support FFD 🙂