Hi, I've just performed a long overdue upgrade from 3.6 to 3.8, and it was a successful upgrade, all my re-exported Spine characters work great.
With just one exception - there's one Spine skeleton where I need to repack the Skin at runtime, but there's some problem with the material, the atlas, and how the bounds for each slot get calculated.
Here's what the error looks like.
My repacking code is pretty much the same as it is in the docs:
// The image exported from Spine needs to have Read/Write enabled:
Material runtimeMaterial;
Texture2D runtimeAtlas;
workingSkin = workingSkin.GetRepackedSkin("WorkingSkin", spineAnimator.SkeletonDataAsset.atlasAssets[0].PrimaryMaterial, out runtimeMaterial, out runtimeAtlas);
AtlasUtilities.ClearCache();
spineAnimator.skeleton.skin = workingSkin;
spineAnimator.skeleton.SetSlotsToSetupPose();
spineAnimator.Update();
If I comment all that out, my character displays fine! There's something that happens when I repack that fails in 3.8 where it was working in 3.6.
Is there some setting when I export from Spine that I need to get right in this newer Spine version? Or is it a setting on the Texture Import Settings in Unity that needs to match up?