What is the intended workflow for converting an importer rig to Sprite Resolver in the new 2D animation package 6? It was very straightforward, when Sprite Library setup was in the Skinning editor and could be done directly in the rigging phase. The problem is that the rig importer imports all variations for example for an "Eye" (see attachment) as separate GameObjects, where as the Sprite Resolver expects there to be one GameObject for Eye with one Resolver that swaps sprites. How can I convert an imported PSB character structure to be compatible with Sprite Resolver? I did read the manual and can setup Sprite Asset Library and Resolvers, but the problem is that after rigging a character, I have all for example Eye-variations in separate GameObjects and all of the objects have their Sprite Skin component. I understand that the expected format for the Sprite Asset Library would be one single GameObject for all Eye-states with a single Resolver? So how do I "implode" all my objects into one Eye-gameobject? Here is how my rig looks after import. It seems there is now more work to get the Sprite swapping working than when the GUI was in the Skinning editor. I found the previous implementation it really easy and quick to use. This is how my rig looks after import. How do I go one from here to make my eye-objects into a single Resolver? Do I create a new GameObject with a new SpriteRenderer for the Resolver?