Nate
Thank you Nate for your timely reply.
Apologies for the confusion. The "weight of physics constraints" is just a regular bone we attached on the mesh with a small weight. The bone is manipulated by a physics constraint, which applies physics to the mesh.
From our testing, the small weight value (4-5 decimal points) on the physics constraint bone, will get round off to zero/up to 3 decimal points in the Unity Spine runtime, therefore the mesh and animations are not behaving the same as within Spine.
We tested on Spine runtime 4.2 on both Unity 2023.2.0b8 and Unity 6, both exhibited the same issue.
The following is an example.
This is a slime in our project, the mesh is attached to the "physical constraint bone" with a very small weight.
img.1
We treaked the slime’s weight for demonstration.
All weight value on the left side of the slime is greater 0.0005, the right side is less then 0.0005. This is what idle looks like with physical constraint off.
img.2
This is what idle looks like if we turn on the physics constraint. You can see both sides bulged down, working as intended in Spine.
img.3
This is our slime with physics constraint activated in Unity. The right side (weight less than 0.0005) doesn’t work at all, and no different to the idle slime.
The left side (weight greater than 0.0005) works to some extent, but clearly different from who it behaved in Spine. The mesh becomes deformed and jagged.
The effect is more obvious in animation
img.4
This is a jumping slime animation with physics constraint activated, working as intended within Spine.
img.5
This is the same animation in Unity. As you can see the right side didn’t move and not affected by the physics constraints. The left side is significantly different from what it looked like in Spine. It became more deformed and jagged then idle.
Then we tested moving the bone manually without the physical constant on.
img.6
The slime with bones manually dragged, both side work as intended within Spine.
img.7
The slime with bones manually dragged, in Unity. The right side (weight less than 0.0005) didn’t move and mesh seem not affect by the drag. The left side (weight greater than 0.0005) moved but no where close to what it looked in Spine, becoming significantly deformed and jagged.
Again thank you very much for your reply. We sincerely hope the runtime issue will be resolved soon.