To export a texture for just one skin while using linked meshes, you can follow these steps:
Separate Texture Packing: Use the Texture Packer to pack only the images for the skin you want. Place the images for the desired skin in a separate folder and pack that folder. This will create an atlas containing only the images for that skin.
Custom AttachmentLoader: At runtime, you can use a custom AttachmentLoader
to handle the loading of attachments. This allows you to load only the necessary textures and avoid errors related to missing textures. You can modify the AtlasAttachmentLoader
to skip loading textures that are not needed.
Here is a brief outline of how you can achieve this:
Step 1: Packing the Texture Atlas
- Organize your skin images in separate folders.
- Use the Texture Packer to pack the images for the specific skin into a separate atlas.
Step 2: Custom AttachmentLoader
- Create a custom
AttachmentLoader
by modifying the AtlasAttachmentLoader
.
- Ensure that the custom loader only sets the region for attachments that are present in the packed atlas.
Here is a simplified example of how you might modify the AtlasAttachmentLoader
:
public class CustomAttachmentLoader extends AtlasAttachmentLoader {
private Atlas atlas;
public CustomAttachmentLoader(Atlas atlas) {
super(atlas);
this.atlas = atlas;
}
@Override
public RegionAttachment newRegionAttachment(Skin skin, String name, String path) {
RegionAttachment attachment = super.newRegionAttachment(skin, name, path);
AtlasRegion region = atlas.findRegion(path);
if (region != null) {
attachment.setRegion(region);
} else {
// Handle missing region, e.g., log a warning or set a default texture
}
return attachment;
}
// Similarly override other methods for MeshAttachment, etc.
}
Step 3: Using the Custom AttachmentLoader
- When loading your skeleton data in Unity, use the custom
AttachmentLoader
to ensure only the necessary textures are loaded.
Example in Unity
Atlas atlas = new Atlas("path/to/your/packed/atlas.atlas", new TextureLoader());
SkeletonJson json = new SkeletonJson(new CustomAttachmentLoader(atlas));
SkeletonData skeletonData = json.readSkeletonData("path/to/your/skeleton.json");
By following these steps, you can ensure that only the textures for the desired skin are loaded, avoiding errors related to missing textures and optimizing your application's performance.