What we're trying to do:
We have an imported spine rig that has an 8 page atlas. This is causing a huge performance hit. At runtime, we want to grab the textures used from the various pages (the used textures can fit to 1 page), atlas them into a single texture, and use this runtime texture so we prevent material switching and improve our draw calls.
I have the runtime texture generating just fine. I'm having issues with the atlas regions. They just aren't working at all. Every slot that has a texture is just using the entire runtime texture, and not the sprite it should. We have reassigned slot regions to match the new position within the new atlas as well. Not sure if we're missing some sort of final call to make it work.