• Bugs
  • Problem with exported Atlas

We are creating a game in action script 3 and we are using spine animations exported in JSON.

The problem that we are facing is that somehow (i think after the last update) the exported skeleton.atlas and skeleton.png do not function properly within the game(position of the pngs on the skeleton are mixed up)

EXAMPLE
1) The original one which was working ok

2) The current one which has the problem

I noticed also that the position of the pngs within the skeleton.atlas is different than before, and if i use a fresh json with the old skeleton.atlas and skeleton.png everything works ok. Seems like a bug.

Thank you for your assistance

Related Discussions
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I don't think there have been changes to the texture packer recently. Can you manually verify the pixel coordinates in the atlas file match the PNG for a problematic image? What runtime? Is it better if you disable rotation in the atlas settings?

Hi Nate...

Simething that i checked is that the working atlas is like that(size=orig and offset= 0, 0 in everything):
skeleton.png
format: RGBA8888
filter: Nearest,Nearest
repeat: none
Head2color
rotate: false
xy: 2, 660
size: 302, 333
orig: 302, 333
offset: 0, 0
index: -1
Head3color
rotate: false
xy: 2, 325
size: 302, 333
orig: 302, 333
offset: 0, 0
index: -1
Ldaktylacolor
rotate: false
xy: 528, 69
size: 100, 60
orig: 100, 60
offset: 0, 0
index: -1

and the non working atlas is like that (size is dif from orig and offset dif from 0 , 0)
skeleton.png
format: RGBA8888
filter: Linear,Linear
repeat: none
Head2color
rotate: false
xy: 2, 698
size: 279, 324
orig: 302, 333
offset: 6, 0
index: -1
Head3color
rotate: false
xy: 2, 373
size: 279, 323
orig: 302, 333
offset: 6, 0
index: -1
Ldaktylacolor
rotate: true
xy: 144, 2
size: 85, 39
orig: 100, 60
offset: 9, 8
index: -1

Thank you

That means that whitespace stripping was used in the atlas that doesn't work.

Thanks Nate...unchecking whitespace stripping and rotation from atlas settings solved the problem