There are situations when you need big and small versions of spine object in one project. So, it when I need small object, I dont' need big texture, scaled to small size - I need different texture with smaller atlas size.
It is obvious, but question is: how supposed to work with spine objects?
Our animators makes several exports, for example, export_1.0, export_0.25. Both folders contain its own SkeletonData. Then we use necessary size on necessary scene, or prebaf, or whatever.
But this method is unsafe because of human factor. When you have 3-4 different sizes, you must not to forget export all 4 folders when change some animations, and not to mistake with folders and so on.
I found than spine can export all atlases with one SkeletonData (just simple scale+siffux in export settings), but I don't sure how it was intended to use. Link to atlas with used size is in SkeletonData, it is not on GameObject. So if I need some prefabs for disfferent places, what I supposed to do? Create SkeletonRenderer (whatever I need) and use SkeletonRendererCustomMaterials for overriding in every place where I use my object?
May be I don't understand how it works, but it is looks heavy for performance - override material at every update, so I wondering: is it possible somehow "cache" , what texture is used for gameobject? Or it is not heavy at all?
Or I am wrong with SkeletonRendererCustomMaterials and I need link to different atlases on SkeletonData object when I load object (somehow)? When I need to do it? If I set link to different atlas, does previous atlas in memory already, and it is become 2 textures in memory at one time?