It seems like the issue you're experiencing with full-size textures still appearing in the build when using Spine with Addressables might be related to how Unity handles the inclusion of assets. One potential cause could be the Unity SpriteAtlas integration, which requires a single .png atlas texture to be generated and used in the Unity Editor. This texture is referenced by a material, which might lead to the unnecessary inclusion of the full-resolution atlas texture in your build, regardless of the "include in build" setting. You might want to check if the material references are correctly set up and if any unnecessary references are causing the full-size textures to be included.
Additionally, ensure that all required assets, such as the .atlas.txt
and .json
files, are correctly included in your addressable group. If the problem persists, consider reviewing your workflow to ensure that materials and textures are assigned and managed correctly, possibly by modifying the spine-unity code to handle materials on demand or by adjusting your addressable setup.