无需切换到 URP。 我问是因为在使用 URP 时,您的材质设置是错误的。
如果它在 Unity 编辑器中正常工作,则可能是使用的 Spine 着色器未包含在 Android 构建中,而是使用了备用着色器,这看起来不正确。 您是否使用任何延迟加载机制,例如 Addressables、Asset bundles 等? 还是直接将骨架放置在启动场景中(不是从预制加载)时也会出现此问题?
骨架在 Inspector 中有多种材质吗? 它是否使用多种混合模式?
There is no need to switch to URP. I was asking because when using URP your material setup would have been wrong.
If it works correctly in the Unity Editor, it could be that the used Spine shader is not included in the Android build and that a fallback shader is used instead, which looks incorrect. Are you using any delayed loading mechanism, like Addressables, Asset bundles etc? Or does this problem occur also when placing the skeleton directly in the startup scene (not loading from a prefab)?
Does the skeleton have multiple materials in the Inspector? Does it use multiple blend modes?