

My next thought was that the texture unpacker could be used to extract the emissive sprites into separate images, and then they could be reassembled to match the new atlas layout by referencing the atlas.txt file for coordinates. It's also tedious bookkeeping-the rig is fairly complex-and I'd prefer to retain the ability to keep currently unused sprites in the images folder, for convenience or reference. I could delete the unused images in the project, but I'm not sure if that would guarantee a stable atlas layout.

Unfortunately the shared assets between skins makes that an unappealing option, and I was only able to even get it to work by turning off the export feature that culls unused images. My first attempt was to try and force the subfolder with the new assets not to export separately.
SPRITEILLUMINATOR NOT EXPORTING AT RIGHT SIZE SKIN
The character has a new skin that replaces some (but not all) of the sprites on the character, and Spine now exports all of those new sprites on the same atlas, stomping the old packing and invalidating the map the developer made.Ĭhanges like this are expected to be frequent on the project so having to rebuild the supplementary maps each time isn't a friendly workflow, so I'm trying to find a way to preserve that work. Unfortunately subsequent changes to the character mean that future exports will not give an atlas with the same layout. This map uses the atlas UVs and drives emissive features on the shader. The developer implementing the character painted a second map as a companion to the atlas. I've rigged and animated a Spine character and passed it onto someone else for integration with Unity.
