The issue you're experiencing with accessing the initial skin name of a SkeletonGraphic
component in Unity is likely related to how the SkeletonGraphic
component handles skins and atlas textures. By default, SkeletonGraphic
is limited to a single atlas texture, but you mentioned that you are using multiple canvas renderers, which is a workaround to support multiple atlas textures. However, this setup might not fully support all runtime operations, such as accessing the initial skin name dynamically.
To address this, ensure that your Spine and Unity setup is correctly configured to handle multiple atlas pages. You might need to check if the Advanced - Multiple CanvasRenderers
option is enabled in the SkeletonGraphic
component's inspector. This option allows the use of multiple atlas textures but can have performance implications. If accessing the initial skin name at runtime is crucial, consider using the SkeletonAnimation
component instead, which might offer more flexibility for runtime operations.
For more detailed guidance, you can refer to the Spine Unity Documentation and ensure your Spine-Unity runtime is up to date.