Dear Spine Support Team,
I’m using Spine 4.2.43 Professional and I’m encountering a serious issue when exporting animations to Unity.
In the Spine editor, all animations look correct — including those using IK constraints. However, once I export the project (JSON, Atlas, PNG) and import it into Unity (using the official Spine-Unity runtime), several animations appear broken.
In particular, bones that were controlled by IK in Spine seem to be in incorrect positions or orientations in Unity, even though they work perfectly in Spine. It looks like Unity does not reproduce the IK results properly at runtime, even when using the latest runtime.
I understand IK constraints need to be baked before exporting, but I’m working with a large number of animations, and manually baking each one is time-consuming and error-prone. Moreover, some constraints do not appear to bake properly, or the "Bake Constraint" option is greyed out even when selecting the constraint in the timeline.
Could you please clarify:
The correct workflow for ensuring IK-based animations export and play correctly in Unity?
If there is an automated way to bake all constraints across all animations?
Why the exported data differs from what I see in the Spine editor?
I’d greatly appreciate any help or documentation reference that could assist me in solving this problem, as it’s blocking my integration pipeline.
Thank you for your support and for the great tool!
Best regards,
Leonard