To address the issue of optimizing your Spine rig by reducing the number of atlas pages at runtime, you need to ensure that the atlas regions are correctly updated to reflect the new positions within the single runtime texture. The process involves creating a new atlas with the desired regions and updating the renderer objects for each attachment to reference the new atlas regions. This is similar to the process described in the context about swapping texture atlases at runtime, where you iterate over each attachment and update its renderer object to point to the new atlas region.
If the slots are using the entire runtime texture instead of the specific sprite, it suggests that the UV coordinates for the attachments are not being updated correctly. Ensure that the UVs are recalculated based on the new atlas region positions. This involves setting the correct UVs for each attachment to match the new atlas layout. If you are using a custom runtime solution, make sure that the UVs are being set correctly after the atlas is generated.
Additionally, check if there are any specific calls or updates required by your rendering engine to refresh or apply the changes made to the atlas and attachments. This might involve reinitializing or updating the skeleton or animation state to ensure the changes are recognized.