Spine's texture packer is a great way to improve your game's loading time. If you are already using the built in TexturePacker add-on to create your assets, you can also use Spine's TexturePacker to create your spritesheet and have Spine convert the atlas to the final image, this way you can avoid loading an extra image. You can also use the texture packer to create the final WebP spritesheet and WebGL2 images when loading using the Spine.load() method.
The pro edition of texture packer also includes a set of useful features, such as:
Getting started and usage instructions
Search and replace
UI for image resizing
A preview window
An Advanced Options window
Overview of the Texturepacker
The texture packer is divided into three levels. On the top level, you will find the window that allows you to add the images to the packer. On the next level, you will find a list of all your images. The last level is where you will find the compressing settings.
The packer will ask you what files should be packed into the pack. You can select all of the files you have in the project. When you click on the button, you will find all the images will be added to the packer.
Click on the Add Image button to add an image to the packer. You can add multiple images to the packer by holding the shift button while you add them. When you have added all the images, click on the button at the bottom left of the screen.
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One of the drawbacks to this approach was that we needed to recompile every time we made even a small change to the code. This slowed everything else we were doing down and because we couldn't always have someone waiting for the application to finish building. 827ec27edc