Thanks for sending the assets! These don't look obviously wrong, could you please also send us the spine project files (the .spine file and the images directory) that was used to export these assets?
Thanks for sending the Spine project files.
The problem you are facing is most likely due to using the SkeletonMecanim
component with the component property Mecanim Translator
- Auto Reset
enabled:
When set to true, the skeleton state is mixed out to setup pose when an animation finishes, according to the animation's keyed items. This may be especially important when an animation has changed attachment visibility state: when mixed out, attachment visibility will change back to setup pose state, otherwise current attachment state is held until another animation has a key set at the respective attachment timeline.
So the problem is likely having Auto Reset
enabled combined with your Idle
animation (which precedes the Playing on floor
animation) having the ball
slot keyed, thus being mixed out to setup pose (where nothing is attached at the ball slot).
In general we recommend using the SkeletonAnimation
component over SkeletonMecanim
, which comes with some drawbacks and limitations. If you still would like to continue using SkeletonMecanim
, we would highly recommend reading the SkeletonMecanim
documentation section carefully, as it also lists additional requirements regarding your animations:
spine-unity Runtime Documentation: SkeletonMecanim Component
Since you seem to be using the Spine Trial version:
Please note that the animator can use his/her license to create animations for you or your company, but you or your company must have their own license in order to integrate any of the official Spine Runtimes into their products. You are welcome though to use the Spine Runtimes for evaluation purposes.
This is also listed as the first line on the spine-unity documentation page here:
spine-unity Runtime Documentation: spine unity Runtime Documentation
If you have any further questions, please do not hesitate to ask!