Finally I have thinning with Cocos. It is quite simple at the end although that technology is so dumb. So you have to create two datasets for plist and pvr file.
- These datasets must have different names
So I wrote different texture name into plist i.e. Cave.plist has Cave.tex.pvr as texture. - Datasets does not support directly display types (2x, 3x). This can be used only for pngs and pdfs (I do not know if apple is serious about it). So I used division by memory and device (ipad/iphone). Resulting to 8 data files for one data set -> 16 files for each sheet
Fortunately this can be quite easily generated automatically with bash and TexturePacker including Contents.json files (with sed) so xcode can use these generated assets. - You have to setup deployment target to 9.0 (8.0 does not support thinning at all and generates totally wrong assets in resulting package).
- Loading in the engine is then straightforward - nothing have to be changed.
Conclusion: Thinning is great technology but implementation is total fuck up by Apple.
So I wrote different texture name into plist i.e. Cave.plist has Cave.tex.pvr as texture.
Fortunately this can be quite easily generated automatically with bash and TexturePacker including Contents.json files (with sed) so xcode can use these generated assets.