• RuntimesUnityBugs
  • Bundled SkeletonGraphic material missing reference to texture?

My studio is bundling spine characters as part of a feature. In 2 of the reskins, everything is working as expected with no errors. In the last reskin, we keep receiving an error "Material with texture name "xyz" not found for atlas asset: xyz_Atlas" on two of our spine assets, even though our characters are rendering perfectly fine. Our spine characters are rendered in the canvas, and both materials have SkeletonGraphic shaders assigned (when Skeleton shader is assigned, the sprite atlas is referenced). The materials are assigned to the corresponding atlas asset and SkeletonGraphic GameObject, which is assigned to the corresponding skeleton data. All the assets imported into Unity perfectly fine.

This is exactly the same setup as our other bundles but this is the only one throwing the error. Is it possible because this is the only bundle with two spine assets?

Attempts to fix it include removing the material from the SkeletonGraphic GameObject, assigning Skeleton shader instead of SkeletonGraphic (which obviously gave a different error), removing the referenced sprite atlas in the material.

Runtime information

This Spine-Unity runtime works with data exported from Spine Editor version: 4.0.xx
Package version: spine-unity-4.0-2021-11-11.unitypackage

Error:

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    ShiraYPapaya If you get this error, it is most likely due to something in the pack settings for the texture atlas, or you have made some edits to the atlas file after exporting it. It may seem like SkeletonGraphic is the cause, since it is an error that is displayed when the required texture name cannot be found during instantiation, but perhaps the same error occurs when instantiating with another component such as SkeletonAnimation.
    Please show us your texture packer settings. Or email us the exported files so we can see what is causing the problem: contact@esotericsoftware.com
    (Please include the URL of this forum thread in the email so we know the context. )

      Misaki
      You're right, it is the texture packer settings. I compared it to a spine asset that is working. In the atlas asset I pressed "apply regions as Texture Sprite Slices" because I was testing a new texture packer workflow, which changed the texture import settings to "multiple". Could that be the problem? In what cases would slicing the asset be useful if we cannot export the atlas sliced? Reimporting the assets fixed the error.
      Note the problematic atlas is the "egg"

        ShiraYPapaya You're right, it is the texture packer settings. I compared it to a spine asset that is working. In the atlas asset I pressed "apply regions as Texture Sprite Slices" because I was testing a new texture packer workflow, which changed the texture import settings to "multiple".

        Please note that you are not talking about the same thing here as Misaki asked. The Texture Packer Settings are the settings when exporting the atlas from the Spine Editor. You are talking about Texture Import Settings in Unity.

        What "new texture packer workflow" are you testing, and why are you using Sprite Texture Type with Sprite Mode Multiple?

        ShiraYPapaya Reimporting the assets fixed the error.

        What were your Texture Importer settings before and after reimport?