Hi,
If I make use of the "SkeletonUtility" script and Spawn a Bone Hierarchy in Unity, the bones that are affected by Inverse Kinematics don't move correctly.
How to reproduce it: Put a spine animation that uses IK in some way into a unity scene. Use the "SkeletonUtility" script, click "Spawn Hierarchy -> Follow". The bones that use IK are not positioned and rotated correctly (don't know if scale works).
We even tried hacking around in the SkeletonUtilityBone file and tried using some code from the "BoneFollower" script, which correctly works with Inverse Kinematics, but this didn't work and produced even weirder behaviour.
Maybe someone could look into this? It's become an increasingly large problem for us as we like to put things such as colliders on bones gameObjects and depend on this working correctly.