Hello!
We are running into an issue with in-game memory consumption when using Spine in Unity.
When a SpineData asset is put together it can hold multiple Atlases. These Atlases are used from within the animations and because of this the Spine asset pre-loads all attached atlases. When this is also paired with Addressable Assets it is an even larger issue. We have multiple characters with Spine Data and each Spine Data asset can have 15 to 20 Atlases which are about up to 2.5 mb each. If we multiply that by 25+ characters that is roughly 1gb of memory that is being loaded as soon as the game starts up.
We've tried to work around this issue, but because all the atlases are referenced in a scriptable object and that object is delivered via Addressable Assets, everything for every character gets loaded into memory.
This user is experiencing a similar issue and has a similar request.
EsotericSoftware/spine-runtimes1890
The end result is that we need a method of On-Demand loading the atlases. We are starting to see our game crash on low to medium iOS devices due to Out of Memory exceptions, vastly due to this issue.
What are your recommendations to handle this?