Hey Folks,
Was wondering if I could get a little help on our TK2D asset bundles.
We're building a mobile trading card game and are using the Spine framework to animate our characters. Skins are created by our artists at 4x resolution and cut up into a series of PNGs. We resize those PNGs into 1x and 2x sizes and create dedicated TK2D sprite collections for each atlas. We then create a dedicated asset bundle for each character that contains the tk2dSpriteCollectionData and some configuration data about the skeleton. We then serve up the appropriate platform bundle to the client at runtime. What we're seeing is Unity is including the original PNGs in the IPA/APK - I think this is because TK2D maintains a reference under Resources/Tk2D to each Atlas thats been created for use by Tk2DSystem. Having the duplicated copy of the texture atlases shipped with the client sorta defeats the purpose of bundling
Here's a deep dive of our workflow
http://i.imgur.com/RARAFtj.png1.) Each skin is imported as a collection of PNGs and propped up into a platform specific tk2d sprite collection.
2.) A prefab is created that joins the rig data, the texture data and some game configuration about the skeleton. This prefab does not live under a resources directory
3.) Platform specific bundles are created that reference the prefab created in #2.
4.) Inspecting the Resources/TK2D shows that there are references maintained that point back at the atlas - this appears to be because Tk2dSpriteCollectionBuilder.cs makes an unnamed loadable object.
5.) Build output confirms that the atlas is indeed bundled with the final build. Even though the only "usage" under a resources directory is the Tk2D index reference.
Outside of creating a dedicated project to build my bundles (which I'm a bit loathe to do since its a logistical pain) - is there any way to get Tk2D to NOT reference these atlases as I'm explicitly managing loading them?