Chroma Skins

Roslyn from Triumph

Custom Chroma Scriptable Objects must be referenced in the Skeleton Data Modifier field.

Custom Chroma Scriptable Objects must be referenced in the Skeleton Data Modifier field.

A view of the shared sprites in the shared atlas.

A view of the shared sprites in the shared atlas.

In Spine 2D each sprite slot that receives a custom color is given an identifying name that is matched in the custom color script.

In Spine 2D each sprite slot that receives a custom color is given an identifying name that is matched in the custom color script.

SpineColorProfile.cs :Creates a Unity Scriptable Object menu item. This also exposes the custom color fields in editor.

SpineColorProfile.cs :Creates a Unity Scriptable Object menu item. This also exposes the custom color fields in editor.

SpineSlotColorTintSkeletonGraphic.cs : Takes custom colors and applies them to Slots whenever the cached values change.

SpineSlotColorTintSkeletonGraphic.cs : Takes custom colors and applies them to Slots whenever the cached values change.

Chroma Skins

This is a custom solution using the spine-unity API. This solution was designed to support cosmetic skin variants for players. Each of these character chroma variants are separate DLC Unity prefabs that reuse the same 2D rig and texture atlas for optimal loading.

The C# scripts I wrote create custom Scriptable Objects color profiles that store hue values and can be attached to characters. The colors can be defined in the Editor at runtime. The Scriptable Object's accessible nature potentially allows players and developers to customize hues to their tastes.

The background art is also reused from other DLC bundles, as are the VFX that I created.
Additional credit for character and background illustrations ©N3twork Studios. Animation by Liquid Development

More artwork