Hey there,
we are developing a game that uses Spine extensively, most of all for the main Character on screen:
The char consists of lots of bones and slots (obviously) but most of all, MANY possible attachments for each body part.
In Unity, we only ever load one attachment each, of course, but every 1-2 minutes the game dynamically changes a lot of the attachments.. for example every 1-2 minutes we re-roll the look of the character and use "head-2" instead of "head-1" or "arm-23" instead of "arm-12"..
What I'm fearing now is that having this many quite large (up to 600px height/width) attachments is negatively impacting the performance..we are now planning to add many more varieties to the character and I want to optimize this as much as possible.
Does Spine/Unity even load currently unused attachments for slots into the graphic memory or am I wrong in this understanding?
Does anyone have any experience in regards to this?
Oh, I forgot to mention: we are NOT using "Skins" for this, only different attachments that we switch around via script "SetAttachment()"..skins were way too buggy with many other things such as submesh renderers and caused too many problems..