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    Runtime Swap

    This sample demonstrates how you can use the Sprite Library API to override a specific Entry. Note that the sample requires the PSD Importer installed. Open the 6 Runtime Swap Scene to see the sample in action.

    The graphic Assets are located in Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites:

    • Knight.psb
    • Skeleton.psb

    The Skeleton.psb uses the .skeleton Asset from the Knight.psb for its rigging. It also references the Knight.spriteLib Sprite Library Asset located in Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Sprites.

    Runtime Swap script

    A custom MonoBehaviour script called the RuntimeSwap is attached to the KnigtboyRig GameObject. The script is located in Assets/Samples/2D Animation/[X.Y.Z]/Samples/5 SpriteSwap/Scripts/Runtime/RuntimeSwap.cs

    Pressing a button (in the sample Scene) with a Sprite from the Skeleton.psb causes the script to use the override API from the Sprite Library to override that Sprite Entry.

    m_SpriteLibraryTarget.AddOverride(entry.sprite, entry.category, entry.entry);
    

    Pressing a button with a Sprite from the Knight.psb causes the script to use the override rest API from the Sprite Library to remove the Sprite Entry override.

    m_SpriteLibraryTarget.RemoveOverride(entry.category, entry.entry);
    
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