My character has a weapon slot.
There are many kinds of weapons to swap so that I store them in one Unity Sprite altas.
I put several duplicated characters (same skeletonDataAsset) in one scene,
Then I randomly pick a sprite to remap original weapon mesh.
for example: CharacterA holds a sword, CharacterA(clone1) holds a gun, CharacterA(clone2) holds a dagger.
The problem is after remapping sprite weapons their material are totally different.
(two for each)
Even after Runtime Repacking , three runtimeMaterials are individual and of course can't be batched.
Is it possible to repack original material with the whole weapons atlas first, then random remapping for each skeletonObject?
Or maybe I should remap for each weapon first and cache them to a collection, then repack & apply one same material for cloned characters?
Can I keep multiple [sprite-meshAttachment remapping] relation (N sprites vs 1 slot) for one single runtime repacking?
Any advice would be appreciated.Thanks