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Is it possible to mark some skins as fully optional, essentially, not have them in the final atlas/runtime settings?

I like to use a simple skin as a reference, and would rather not have to remove it every time I have to export.
Similarly, I sometimes have skins I still have yet to pick if I want to scrap or not, but rather not have them take space on the atlas for the time being.

I understand if some people cross this off as misusing the tool, but I just want to know if I was missing out on a hidden checkbox or something.


I forgot to add additional use cases for which I'm searching for this type of export option.

For example, if one had a custom shader that involved having a hand drawn mask of sorts per attachment, one way to make such mask could be editing the exported atlas, or using the exported atlas as a base. However, if later down the line more attachments are added, it will be likely that the generated atlas changes in size or moves attachments around, effectively making the previous mask unusable.

One workaround I had for this, was to swap the colored sprite attachments for mask attachments, where I previously made a mask on a per-attachment basis, respecting the opacity and size. This way, once swapped, spine would export a mask atlas that is oriented and arranged like the main, regularly colored atlas. I just figured having two skins folder in editor, one for regular skins and one for masks, and being able to disable either, would be an in-tool solution for this hack.

Another potential case for splitting skins, can be simply due to potentially having big sprites that quickly fill atlases, and you might want to split them depending on which skins are likely to be used alongside other skins.

Sorry if it now sounds as a feature request before even getting an answer to the original question, I just wanted to illustrate parts of my workflow, and to see if anyone could spot a missed opportunity to make life easier for myself.

Arzola escreveu

Is it possible to mark some skins as fully optional, essentially, not have them in the final atlas/runtime settings?

Just select a skin in the skins node and uncheck Export in the tree properties for the item.
Skins - Spine User Guide: Export skins

Arzola escreveu

if one had a custom shader that involved having a hand drawn mask of sorts per attachment, one way to make such mask could be editing the exported atlas, or using the exported atlas as a base. However, if later down the line more attachments are added, it will be likely that the generated atlas changes in size or moves attachments around, effectively making the previous mask unusable.

You can also use texture packer to make sure the atlas including said images doens't change size: Texture Packing - Spine User Guide: Folder structure

19 dias depois

Sorry for the late reply, just wanted to thank you for what you pointed out. I don't know how I missed those checkboxes haha.