Based on the crash log you've provided, it seems like the issue is related to the SkeletonGraphic
component in the Spine-Unity runtime. The IndexOutOfRangeException
could be caused by various factors, including but not limited to issues with the mesh generation process or how the SkeletonGraphic
component is updated.
To address this issue, here are a few steps you can take:
- Ensure you're using the latest version of the Spine-Unity runtime. Updates often include bug fixes that might resolve your issue. You can check the latest version on the Spine Unity Download page.
- Check for any custom modifications you might have made to the Spine runtime or your assets that could lead to this exception.
- Review how you're using the
SkeletonGraphic
component, especially if you're dynamically changing assets or properties at runtime. Make sure you're not inadvertently causing the mesh to be in an invalid state.
- Test with different assets to see if the issue is isolated to specific Spine assets. This could help identify if the problem is related to how certain assets are set up or exported from Spine.
Unfortunately, without a reproducible example or more specific details, it's challenging to pinpoint the exact cause of the issue. The steps above are general troubleshooting tips that might help you narrow down or resolve the problem.