• Unity
  • Spine 3.7 in Nintendo Switch didn't work

In Unity, I used Spine 3.6 to build Nintendo Switch version before. It worked well.
But after update 3.7, it can't render any Spine animation, all Spine objects is invisible, even I use the Spine official demo to build a Nintendo Switch application, it also have the same problem.

I notice that SkeletonGhaphic in UI is fine, only SkeletonAnimation is broken.
Could you please check the shader, I don't know it at all, so I don't know why the Spine object is all invisible.

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Which version of Unity are you using?
Could you please as well let us know, which version (which unitypackage) of the Spine-Unity 3.7 runtime you are currently using?

Which shader are you using? Spine comes packaged with multiple shaders.
Have you tried changing the shader to one of Unity's shaders or any other shader for diagnostic purposes?

Have you re-exported all your assets with Spine 3.7?
Does everything look correct in the Unity Editor with the active platform set to Nintendo Switch?

Same problem here, I thought I was doing everything wrong,

Nintendo switch, unity 2018 and 2019

Same problem on Nintendo 3ds

Could you please as well let us know, which version (which unitypackage) of the Spine-Unity 3.7 runtime you are currently using?

Which shader are you using?
Have you tried changing the shader to one of Unity's shaders or any other shader for diagnostic purposes?

Have you re-exported all your assets with Spine 3.7?
Does everything look correct in the Unity Editor with the active platform set to Nintendo Switch?

I’m using spine 3.6.52,
Package 3_7-2019-04-27
Unity 2019 & 2018

Everything is fine in the editor, But No spine,in the switch, I see the shadow...

i can see spine if I change to unlit cutout unity shader

I switched back to
Package 3_6-2018-12-12, it works

Thanks for the info.

Please note that the Spine-Unity runtime version (e.g. 3_7-2019-04-27) has to fit the Spine Editor version (e.g. 3.7.93) which was is used to export your skeleton files. When major+minor version numbers do not match (3.6 vs 3.7) it is not guaranteed and highly unlikely that everything will work as expected!

So when you have to upgrade the Spine-Unity runtime version from e.g. 3.6 to 3.7, be sure to re-export all your skeleton assets again.

You can use batch-export to re-export all your skeletons quickly via the command line interface:
Export - Spine User Guide: Command line

I’m using spine 3.7.93,
Package 3_7-2019-05-02
Unity 2017.4.22f1
and all the spine animation object use the Spine/Skeleton Tint Shader

I export all the spine assets and just now I tried it again, it still can't render it correct.

Thank you for the version info.

tyrealhan wrote

But after update 3.7, it can't render any Spine animation, all Spine objects is invisible, even I use the Spine official demo to build a Nintendo Switch application, it also have the same problem.

Regarding the "Spine official demo": which scene of the Spine Examples did you use that did not work?
Does this Spine Examples scene also not render any visible Spine skeletons when you create a new empty project, place only the Spine-Unity 3.7 runtime in it and build and deploy to the switch?

I use Package 3_7-2019-05-02 and build a switch demo with "Spine Examples" scene.
SkeletonAnimation didn't work but SkeletonGraphic is fine.

Build SkeletonAnimation Scene
 Loading Image
Switch don't render Spine object
 Loading Image

Build SkeletonGraphic Scene
 Loading Image
Switch render correct
 Loading Image


Harald wrote

Thank you for the version info.

tyrealhan wrote

But after update 3.7, it can't render any Spine animation, all Spine objects is invisible, even I use the Spine official demo to build a Nintendo Switch application, it also have the same problem.

Regarding the "Spine official demo": which scene of the Spine Examples did you use that did not work?
Does this Spine Examples scene also not render any visible Spine skeletons when you create a new empty project, place only the Spine-Unity 3.7 runtime in it and build and deploy to the switch?

I have build a new empty project only import Spine-Unity 3.7 runtime, and only use Spine Examples scene, you can see my screenshots and photos which is attached.
Spine-Unity 3.7 runtime works well in Windows, macOS, iOS, Android, only invisible in Switch.

same for me.

Thanks very much for the elaborate reply tyrealhan. We will investigate this problem with high priority and get back to you as soon as we have gained any insights!


Just a quick shot while we continue investigating:
I assume you have already tried including the shaders in the list of always-included shaders, right?

including the shaders in the list of always-included shaders, don’t change a thing.. using Spine 3.7

Fine in unity, nothing in the switch

12日 後
Harald wrote

We indeed including Spine/Special/SkeletonGhost in the list of always-included shaders, but we don't include Spine/SkeletonTint, and most of our animation use this shader not SkeletonGhost.

Any updates on this ?

Unfortunately not yet, since no obvious shader problems were discovered and building the Switch executable resulted in no discovered errors. A Switch dev kit is on its way and will arrive the following days, then I can finally test on-device.

Thx !

6日 後

Good news, we have found the cause of the problem. We should be able to release a bugfix tomorrow (or at worst the day after).


Finally the problem has been fixed, a new package can be downloaded here as usual:
Spine Unity Download

Harald wrote

Good news, we have found the cause of the problem. We should be able to release a bugfix tomorrow (or at worst the day after).


Finally the problem has been fixed, a new package can be downloaded here as usual:
Spine Unity Download

yesssss !!!!!!

Thanks for your fix.

But import this package, Unity Editor always refresh(Cursor show circling) and became very slow when I select a Spine Animation prefab.
If I disable the MeshRenderer or SkeletonAnimation component, Editor will resume normal.

I don't know if someone else has the same problem.