2d skeletal animation bones gets detached after transfering to another project

Latest Unity 6 LTS 35f1.
Same version between projects. Same PC. Same SSD.

When I transfer 2d skeletal animation from one project to another, for some reason in scene view bones gets detached from the rig. But when I open 2d sprite editor – all of them are fine and working. These bones also properly animated after import, but because they are detached from mesh, character isn’t moving.
I tried exporting via “Scene – select dependencies – export package” – gives same result as just moving Assets folder via explorer…

What I am doing wrong?! Which 2d data isn’t transferred between projects?! (for example – 2d sorting layers I had to reconfigure again).


Ok, with the help of AI which prompted to compare the Project settings of Player tab between projects, I actually found that “Gpu skinning” was set to “Gpu” in 3d project instead of “Cpu” in 2d template. When I switched to CPU – it works again!

Soooo…
Why we don’t have the separate setting just for 2d animation package?!
Like, if the project uses BOTH 2D AND 3D – what you should do?! On CPU it renders 2d just fine and can also render 3d models, but the performance of 3d models would be MUCH better with GPU, right?!
Also AI suggested for advanced 3d models to enable “GPU skinning” per each material… but that’s far from ideal solution actually, because manually setting it up is a lot of work…

There really isn’t any Unity2D as far as the graphics side of things goes.

Even sprites aren’t 2D: you can spin them however you like, and they’re just a handy way of making a quad (or quad-like) card.

About the only unambiguously 2D thing in Unity is the Physics2D system.

(I’m sure I’m forgetting some other 2D system, so pile in everybody. :slight_smile: )