Hey Nate, thanks for the reply. 🙂
What I mentioned about size has nothing to do with the Spine internals, it is exactly about the image data you mentioned. Currently all the attachment files for every cloth item are on the Spine Project, and when we export those to Unity, it generates about 8 2048x2048 image files, and currently we have only 1/10 of the final clothes ready.
In the ideal world I would like to have the core of the model (base skin layer + default clothes) being exported from spine, and have all the rest of the clothing items externally, preferably bundled in "Sets" for easier loading, and in a way that all these clothes can be mix and matched even between sets.
Since I'm kinda new to Spine I'm not sure how to do that, or if it's even possible. From your links and scavenging the forum so far I saw that I can create an attachment during runtime, with a Unity Sprite. That's a good way forward already, but then we hit another issue: Our images are authored in a higher resolution and downscaled via spine when exporting the skeleton to Unity. That works well for the "All-clothes together" model, but in order to have the clothing parts inside unity for runtime loading, we would have to generate all the textures in the correct size, right?