It sounds like you're encountering issues with consistency in placement and scale between Spine animations and static icons in Unity. This could be due to several factors, including how the Spine animations are exported, the settings used in Unity for importing these animations, and how you're switching between the animated and static states.
First, ensure that all Spine animations and static icons have been created with consistent dimensions and anchor points in your design software before importing them into Spine. This will help maintain consistency across all game icons.
When exporting from Spine, check that the Animation Cleanup
option is disabled to prevent any keys identical to the setup pose from being removed, as this could potentially cause issues when switching between animations and static icons. Also, ensure that all exports are done with the same settings for scale and any other relevant parameters.
In Unity, make sure that the import settings for both the Spine animations and static icons are consistent. Pay special attention to the Pixels Per Unit (PPU) setting if you're using it, as differences here can cause scale discrepancies. Additionally, when switching between the animated and static states, ensure that the positioning and scaling code or settings are identical for both states.
If you're still facing issues, it might be helpful to look into how the animations are being triggered and switched back to static icons. Ensure that the transition is smooth and that there are no frame delays or incorrect timing that could cause the appearance of a "jerk" or misalignment.
Lastly, if specific game icons are still not aligning correctly despite having the same axis values, it might be worth double-checking the original assets and the export/import settings for those specific cases. There might be subtle differences or issues that are not immediately apparent.