@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.