Hi, thank you for replying!
Yes they work fine in any other given situation. I assumed it was a shader problem since if I manually set problem shaders in the inspector to spine/skeleton, again, the textures then display correctly.
I am wrapping my head around the post you linked and will try to see if i can work out a solution from it. Thanks again for linking that.
I'll keep you posted!
04 Oct 2016, 13:54
Okay
After further searching, I seem to have found a hack to fix this.
var materials = bundle.LoadAllAssets<Material>();
foreach(Material m in materials)
{
var shaderName = m.shader.name;
var newShader = Shader.Find(shaderName);
if(newShader != null)
{
m.shader = newShader;
}
else
{
Debug.LogWarning("unable to refresh shader: "+shaderName+" in material "+m.name);
}
}
The above code essentially refreshes your material's shaders to find the shader of the same name. This seems to work.
One caveat though is that you need to be sure to include your materials that are being used on your spine character within the bundle
so you can access the Material(s) directly with the above code.
I am not sure if this is the cleanest workaround, but it seems to work for me so far.