Neither the Spine Editor (upon export) nor the spine-unity runtime (upon import) touches your pivot. You can have a look at the raptor_SkeletonData
object, which has its pivot at the feet.
The gif seems to show a different problem. Unfortunately I don't know how you move the object around, but I fear that the problem lies within your own setup or code. Could you post a screenshot of the scene view, with the Move Tool active and viewing from the side, so we can see the actual pivot and sorting of objects.
I answered to your reproductiojn package via email, posting here for others to benefit from any insights as well.
If you want to keep the custom sort axis set to the Y axis, then the solution is to add a SortingGroup
component to the SkeletonAnimation
GameObject
(or it's parent), this will act as if a SpriteSortPoint
was set to the Transform
pivot. Unfortunately a MeshRenderer offers no custom sort point parameter.
Also at the Map_01_Little_Tree_01
GameObject, be sure to change the SpriteRenderer
Sprite Sort Point
from Center
to Pivot
.
Another solution would be in graphics settings to change the sorting order from the Y Custom Axis
back to Default
and making sure the Z position of your objects is set accordingly. This would however require a different scene organisation, just mentioning it here for the sake of completeness.