Based on your description and the versions you're using, the black background issue with SkeletonGraphic is likely related to blend mode settings. Here are the solutions:
Primary Solution - Enable Multiple CanvasRenderers:
Your skeleton appears to be using multiple blend modes (likely Additive or Multiply in addition to Normal). With SkeletonGraphic, you need to enable a specific setting:
- Select your SkeletonGraphic GameObject
- In the Inspector, click
Advanced... to expand the Advanced section
- Enable
Multiple CanvasRenderers
This allows SkeletonGraphic to properly render slots with different blend modes.
Alternative Solutions:
If the above doesn't resolve it, check these settings:
Canvas Renderer Settings:
- Select the GameObject with the
Canvas Renderer component
- Make sure
Cull Transparent Mesh is disabled
- If enabled, transparent meshes will be skipped, which can cause rendering issues with additive blend modes
Material Settings:
- Verify you're using a SkeletonGraphic-compatible material (shader starting with
Spine/SkeletonGraphic*)
- Click the
Material - Detect button on the SkeletonGraphic component to automatically assign the correct material
Canvas Setup:
- If using special blend modes or tint black features, you may need to enable additional shader channels on your Canvas
- Select the parent Canvas and under
Additional Shader Channels, enable TexCoord1 and TexCoord2 if needed
The SkeletonGraphic component should display a warning message in the Inspector if your skeleton requires Multiple CanvasRenderers but it's not enabled. Check for any warnings or messages in the Inspector that might guide you to the correct setting.