• Unity
  • SkeletonGraphic not showing up at all (Spine 3.8 runtime)

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I have a particular Spine asset that doesn't seem to display at all with SkeletonGraphic. I use many other SkeletonGraphics in my game, but this particular one is causing me a problem. It renders fine as a SkeletonAnimation but not as a graphic.

My best guess is that SkeletonGraphic may not support some of the blending modes used in Spine for this animation but I'm not sure.

Very strangely, I noticed that if I select the SkeletonGraphic at runtime change the SkeletonData asset to some other asset, and then back to the original asset, it works as expected. Any SkeletonGraphic that uses this asset though, when dragged into the scene, is invisible until I do this.

I've attempted to isolate the issue in a new project, which I've attached.

Project: https://drive.google.com/file/d/1E6WxQbLm5wG9I9NlxL9pf95AOv4ZPRWc/view?usp=share_link
Spine asset: https://drive.google.com/file/d/1XpI0LQdJFP7nNiM0loOSURm8oHn3pqDQ/view?usp=share_link

As far as I have checked, your skeleton can be displayed correctly with SkeletonGraphic. Your skeleton has slots using Additive blend mode, so please make sure that the Cull Transparent Mesh parameter of the Canvas Renderer component is disabled:

If it is enabled, rendering transparent meshes will be skipped. If all slots are set to additive blend mode, it means no vertex with alpha value other than 0 is present, so the skeleton will not be rendered.

Cull Transparent Mesh has been disabled by default since spine-unity version 4.1.

Wow - this is indeed the issue. Thank you so much!

I’m glad to hear you've figured it out. Thank you for getting back to us! 🙂