Did someone report this yet? When in editor or iOS LWRP could be used with Spine just fine, but on Android real device everything from Spine was rendered at world position 0,0,0, rotation identity, and scale 1,1,1.
It's a really weird behaviour. All Spine animations are still playing. Skins correct. Debugging the actual position (transform.position / localPosition / etc) still prints their expected position, but the rendering is just not there. It's clear that my non-Spine shadow remains at the correct place but only the character ended up with default transform.
Occurs only to SkeletonAnimation and not SkeletionGraphic. If the camera is at 0, 0, -10 or something it's very clear that everything from Spine got jumbled together to the center of the screen. It still looks like a character, the parts are offsetted properly but the origin (The 0,0 in Spine GUI editor) is now at 0,0,0 / identity rotation / 1,1,1 scale.
I found that the problem is Android + GL3.0 + LWRP.
- iOS works fine with LWRP + Metal
- Android works fine with 3.0 + NO LWRP / LWRP + 2.0 / LWRP + Vulkan
I have submitted the case to here : https://fogbugz.unity3d.com/default.asp?1167960_af02s0vcgbeof55e
But still not sure it is an incompatibility of Spine shader or an actual Unity bug. Does Spine shader use any GL2.0-only feature?
Here are all the images in that case :
LWRP asset also attached.