• Editor
  • Dealing with A LOT of attachments...

Related Discussions
...

So I'm facing some tough situations on dealing with my custom character.

My character probably will hame some hundreds of parts to attach on its slots.

It will be something like:

ArmSlot:
Attachment_001 ... Attachment_095 etc

So, when I have a list so big of assets to deal, working directly on Editor, isn't so easy, I need to scroll a lot of screen until I finally find the Slot I want to attach the
image. And I need to do this several times everytime I have a new pack of clothes to it.

I was thinking if wouldn't be nice if the images inside of the "Main images" folder, which were inside of a folder, which has the same name of a slot, these images were automatically set in an Slot. Obviously the image will be set at the 0,0,0...
But this is a minor problem.

I don't know if this is possible to be made.

Another doubt I have, is, my character will have probably an unlimited number of the new parts, how Spine deal with it, create another atlas?

4 jours plus tard

Hmm, this is not the first time this has been asked and I'm afraid I can't give you a great answer for it.

First things first:
We want to make it possible to organise your images better in Spine, but I can't yet say when this will happen. I agree that when you have hundreds of attachments we need a better way to organize images, the same is true for skeletons that have hundreds of animations.

Regarding creating new atlases you can use the texture packer in Spine to pack images that are not attached to your skeleton. Then at runtime you will need to write some code to attach regions in your atlas to existing slots. I'm sorry that I can't give you any great examples of this but I'm not a coder.
This thread viewtopic.php?f=11&t=1554&p=14731 is probably related but it might not be the same runtime you use.