I ran into an interesting issue. I have a fairly complex Spine animation that has 3 textures. In the Unity editor and on iOS, it renders properly. On Android, some of the elements that should be in the background (eg: an image for the sky) render in front of the foreground. I realized that if I apply a SkeletonRenderSeparator to my SkeletonAnimation game object, I can influence the order on Android; however doing so revealed new draw order issues and so on. For instance, I was able to correct the issue with the sky, but now I can see a new issue where the ground is rendering in front of the building. I'm not aware of any way to easily separate the skeleton by ALL of its parts, so I'm left adding different slots for elements in the Spine animation one-by-one.
Two questions: 1) Any idea what the issue on Android (Pixel 3XL on Android P) might be? 2) If not, is there an easy way to split the Spine parts using the RenderSeparator, rather then adding slots for them one-by-one?