Hi Nate, thanks for the reply!
I think I used some confusing terminology so I'll try my best to clarify.
When talking about partially loading a skeleton, I mean specifically the textures that it references.
When we load a character prefab, the dependency chain looks something like this:
Prefab > SkeletonDataAsset > SpriteAtlasAsset > 35 materials > 35 textures.
Due to the way Unity works, once I reference the prefab, everything else gets loaded. The idea that I talked about above is severing the link between SpriteAtlasAsset and the materials and rebuilding it when needed. Alternatively severing the link between SkeletonDataAsset and SpriteAtlasAsset. In this case there would probably be missing info that would affect our editor workflow (not 100% sure on this one, but I think some of the inspector functionality relies on info from the SpriteAtlas?)
That's why I mostly leaned toward the other option where we add another step between the artist exporting the characters and importing them into Unity, where we multiply each skeleton a few times, but only link each instance to one skin. Then our loading would look like this:
Prefab > SkeletonDataAsset > SpriteAtlasAsset > 1 material > 1 texture
With no additional hacks. However that tool would need to be kept up to date with the spine JSON format. That's why I was asking if there is any plans to support exporting a single skin and its attachments (from a multi-skin project) as a separate skeleton file. And if so, if you guys have any ETA on that.