很抱歉,我不太明白你是如何设置你的骨架的。如果为每个动画分割你的骨架是有效的,这是否意味着骨架有很多图像,所以它可以面向很多方向,而你想为每个方向分割骨架?如果是这样,不幸的是,没有特别的方法来实现这一点。你可以简单地为每个方向创建一个具有所需图像和动画的骨架,并在运行时切换骨架的GameObject以在适当的时间显示。
如果你的骨架有很多衣服,并且是导致你的骨架纹理过大的原因,那么只用显示的图像重新打包可以帮助你。虽然我假设情况可能不是这样,因为你的问题没有提到服装。
如果我的假设一开始就错了,请让我知道。
I'm sorry, but I didn't quite understand how you set up your skeleton. If it is effective to split your skeleton for each animation, does that mean that the skeleton has a lot of images so that it can face many directions, and you want to split the skeleton for each direction? If so, unfortunately there is no special way to achieve this. You can simply create a skeleton for each direction that has the required images and animations, and switch the skeleton GameObject to be displayed at the appropriate time at runtime.
If your skeleton has many outfits and it is the cause of your skeleton's texture to be too large, then repacking it with only the displayed image can help. Though I am assuming that is probably not the case since your question does not mention outfits.
Please let me know if my assumptions are wrong to begin with.