Harald Woohoo! That fixed all of the issues we had that were physics-related. Thanks!
There is only one more issue that we're experiencing with 4.2, which I wasn't sure if it was related to that physics-issue you just fixed or not so I hadn't mentioned it.
The problem is with an IK constraint for this Woodsman character's elbow. We've used rigs like this before, so we think its an issue specifically with 4.2. I just sent you a zip of the spine project (I replied to the email response you sent me earlier today). There is an animation called responses/technique/default/4.release. This animation has the character's claw-arm raise upward, and at a certain point when he is raising it up, an IK constraint on his arm is keyed to go from "Options: Positive: True" to "Options: Positive: False" (the checkbox).
In Spine, this looks as intended.
In Unity, the arm's elbow flips out, almost as though the "Options: Positive" value is being toggled every frame (just a guess, thats kind of what it looks like)
I took the original responses/technique/default/4.release animation and deleted all of the keys except the ones for that claw-arm and named it responses/technique/default/4.release (ARM ONLY - IK ISSUE) to make it easier to see the issue.
Steps to repro: Export the project from Spine to Unity, create a new SkeletonAnimation with it, and set its default animation to the responses/technique/default/4.release (ARM ONLY - IK ISSUE) animation. Observe that the elbow goes wild during the animation.
Unity version 2022.3.12f1
Spine-Unity Runtime: Package version: spine-unity-4.2-2024-01-11-beta.unitypackage
- It seems like the issue happens during the time period in the animation when the IK: Arm_Right_IK is set to Option: Positive: False, which starts on frame 3 of the animation.
Let me know if I can provide any more info, or if you want me to start a separate thread or submit an official bug report or anything. This is the only remaining issue we're having with 4.2, so we're pretty stoked!