In short.
All I need is to get the spine animation atlas.
When unloading an animation from a spine, it creates files for us.
1 - atlas
2 - json
3 - number, atlases - textures in png format (or selected in the environment)
I can track texture imports in the project.
But then all the textures will get there, which I do not need.
Is there a way to get png objects with animation textures (skins) without affecting your logic
when importing them into a project
Let's say I can somehow see which textures are bound to SpinAtlasAsset.
Then take their path and use it to cover the texture format with the quality I need
Sorry for my English.
I don't really know him
Poking around a bit in your code.
I understand how it tracks files related specifically to the spine atlas.
The only thing I do not understand is why these lines.
Is it true to say.
That in these lines it checks whether there is a file and if it has some settings, then we do nothing.
If there are no settings, then we set them ourselves?
A
"SpineEditorUtilities.Preferences.setTextureImporter Settings"
Somewhere it tracks whether the settings are set to it or not.
If this is the case, then I want to change the settings anyway.
So I just don't need them?
Except
"textureIsUninitialized"