@layerz With only the above steps 1-4, there is no code called which would programmatically create Textures at runtime (as repacking skins would). The skeleton's textures are loaded just as normal texture dependencies (SkeletonAnimation referencing SkeletonDataAsset, referencing SpineAtlasAsset, referencing Material, referencing the skeleton's atlas Texture). It's the same as if you are creating prefabs of cubes with different materials using different textures each.