Hi,
I have designed a player and made a few animations, but I have discovered that I made him much too large. In Unity, if I set the SkeletonData scale to 0.003 (it defaults to 0.01), then my player is the correct size, but it is my understanding that this may cause some issues with physics in Unity, so I am wondering if there is a way within Spine to resize everything before exporting so that Unity can have the optimal SkeletonData scale of 0.01? When I set the SkeletonData to 0.003 in unity, the player appears at the correct size and animates correctly, so there clearly is a way to resize an entire skeleton/animation accurately ... but can Spine do this first and save the data as 'the new normal' so that Unity isn't thrown off?
Alternatively, if the only way is to go to Photoshop + reduce the image sizes and then return to Spine and fix all the animations to match the new sizes, is there any way to do this without re-doing all my meshes? I ask because when I reduce the image sizes by 30%, the attachments with meshes appear in Spine blown up to the size they were originally. If there is a way to automatically make the meshes work with the new attachment sizes, it would be a lot less painful to redo this.
So yeah - what's my best strategy here? Thanks for any help. 🙂