Issue with iOS on WEBGL Rendering on Phaser 3.22.0

Hi All, I am working on a new game using Phaser 3.22.0 on TypeScript. I am using Spine Animation for the game. In iOS the rendering has a glutch. Kindly Help me

My Config settings
export default {
type: Phaser.AUTO,
parent: “game”,
width: 1600,
height: 800,
input: {
activePointers: 1,
},
scale: {
mode: Phaser.Scale.ENVELOP,
width:
window.innerWidth / window.innerHeight >= 1.6
? (window.innerWidth / window.innerHeight) * 800
: 1600,
height:
window.innerWidth / window.innerHeight >= 1.6
? 800
: 1600 * (window.innerHeight / window.innerWidth),
autoCenter: Phaser.Scale.CENTER_BOTH
},
scene: [LoadScene, GameScene],
physics: {
default: “arcade”
},
plugins: {
scene: [
{ key: ‘SpinePlugin’, plugin: window.SpinePlugin, mapping: ‘spine’ }
]
}
};

Note:
In Web and Android, it works fine.

And what’s the correct appearance?

Expected Result:

Result1

Result2

What game objects are those?

Those are SpineGameObjects. Spine file extracted from Spine2D.
And also iPhone is getting heated up within 3 ~ 5 minutes of gameplay.

Hi all,
Any suggestion on above issue my iOS device getting over heated within 3 mins of game play.

Thanks,