We are sorry for the troubles!
In the past we received some problem reports with OpenGL ES, leading to objects being displayed at origin (position 0, 0, 0
) instead of the actual position, see this forum thread here:
LWRP OpenGL 3.0 Android always renders a object at identity
The cause of the problem back then was that when using the Lightweight Render Pipeline (LWRP, now replaced by the Universal Render Pipeline, URP), the normal Spine shaders were appearing to be correct most of the time, however they caused problems on some devices or platforms.
The solution was specific additional LWRP shaders that have been released for use with the LWRP pipeline.
Are you perhaps using the Universal Render Pipeline (maybe with a 2D Renderer
) or the Lightweight Render Pipeline?
Are the spine-unity example scenes in the Spine Examples
directory also causing the same problem when deployed to the device?
If yes, does this also happen in the latest spine-unity 3.8 runtime?