[unity] Added documentation section to GetRepackedSkin methods mentioning the requirement for Destroy() call on output textures and materials. Added to example scene component code as well. Closes #1681.

This commit is contained in:
Harald Csaszar 2020-05-18 17:21:58 +02:00
parent b1e4c8f2b7
commit 6a9403511d
4 changed files with 25 additions and 3 deletions

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@ -73,6 +73,11 @@ namespace Spine.Unity.Examples {
collectedSkin.AddAttachments(equipsSkin);
// 2. Create a repacked skin.
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
var repackedSkin = collectedSkin.GetRepackedSkin("Repacked skin", skeletonAnimation.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
collectedSkin.Clear();

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@ -121,6 +121,11 @@ namespace Spine.Unity.Examples {
var repackedSkin = new Skin("repacked skin");
repackedSkin.AddAttachments(skeleton.Data.DefaultSkin); // Include the "default" skin. (everything outside of skin placeholders)
repackedSkin.AddAttachments(customSkin); // Include your new custom skin.
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas); // Pack all the items in the skin.
skeleton.SetSkin(repackedSkin); // Assign the repacked skin to your Skeleton.
if (bbFollower != null) bbFollower.Initialize(true);

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@ -119,6 +119,11 @@ namespace Spine.Unity.Examples {
var repackedSkin = new Skin("repacked skin");
repackedSkin.AddAttachments(skeleton.Data.DefaultSkin);
repackedSkin.AddAttachments(customSkin);
// Note: materials and textures returned by GetRepackedSkin() behave like 'new Texture2D()' and need to be destroyed
if (runtimeMaterial)
Destroy(runtimeMaterial);
if (runtimeAtlas)
Destroy(runtimeAtlas);
repackedSkin = repackedSkin.GetRepackedSkin("repacked skin", sourceMaterial, out runtimeMaterial, out runtimeAtlas);
skeleton.SetSkin(repackedSkin);
} else {

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@ -217,7 +217,10 @@ namespace Spine.Unity.AttachmentTools {
#region Runtime Repacking
/// <summary>
/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments, but mapped to a new single texture using the same material.</summary>
/// Fills the outputAttachments list with new attachment objects based on the attachments in sourceAttachments,
/// but mapped to a new single texture using the same material.</summary>
/// <remarks>Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
/// to free resources.</remarks>
/// <param name="sourceAttachments">The list of attachments to be repacked.</param>
/// <param name = "outputAttachments">The List(Attachment) to populate with the newly created Attachment objects.</param>
///
@ -310,7 +313,9 @@ namespace Spine.Unity.AttachmentTools {
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
/// comprised of all the regions from the original skin.</summary>
/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
/// to free resources.</remarks>
/// <param name="additionalTexturePropertyIDsToCopy">Optional additional textures (such as normal maps) to copy while repacking.
/// To copy e.g. the main texture and normal maps, pass 'new int[] { Shader.PropertyToID("_BumpMap") }' at this parameter.</param>
/// <param name="additionalOutputTextures">When <c>additionalTexturePropertyIDsToCopy</c> is non-null,
@ -342,7 +347,9 @@ namespace Spine.Unity.AttachmentTools {
/// Creates and populates a duplicate skin with cloned attachments that are backed by a new packed texture atlas
/// comprised of all the regions from the original skin.</summary>
/// <remarks>GetRepackedSkin is an expensive operation, preferably call it at level load time.
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.</remarks>
/// No Spine.Atlas object is created so there is no way to find AtlasRegions except through the Attachments using them.
/// Returned <c>Material</c> and <c>Texture</c> behave like <c>new Texture2D()</c>, thus you need to call <c>Destroy()</c>
/// to free resources.</remarks>
public static Skin GetRepackedSkin (this Skin o, string newName, Shader shader, out Material outputMaterial, out Texture2D outputTexture,
int maxAtlasSize = 1024, int padding = 2, TextureFormat textureFormat = SpineTextureFormat, bool mipmaps = UseMipMaps,
Material materialPropertySource = null, bool clearCache = false, bool useOriginalNonrenderables = true,