When using SkeletonGraphic
in Unity, it's important to ensure that all active attachments are on the same atlas page texture at any time, as SkeletonGraphic
is limited to a single atlas texture. This limitation is due to Unity's Canvas Renderer not supporting multiple submeshes or materials. To resolve the issue of parts of other characters' skins appearing, you can either switch from SkeletonGraphic
to SkeletonAnimation
, which does not have this limitation, or ensure that your skins are repacked to a single atlas texture at runtime. This can be done by following the guidelines in the spine-unity runtime documentation for setting skins.