Glad it worked! Thanks for your kind words :nerd:
Posting additional code here for reference, in case anyone wants to access the clip instance at runtime:
PlayableDirector director = this.GetComponent<PlayableDirector>();
int rootCount = director.playableGraph.GetRootPlayableCount();
for (int i = 0; i < rootCount; ++i) {
Playable rootPlayable = director.playableGraph.GetRootPlayable(0);
int trackCount = rootPlayable.GetInputCount();
for (int t = 0; t < trackCount; ++t) {
var trackPlayable = rootPlayable.GetInput(t);
if (trackPlayable.GetPlayableType() == typeof(SpineAnimationStateMixerBehaviour)) {
//ScriptPlayable<SpineAnimationStateMixerBehaviour> behaviour = (ScriptPlayable<SpineAnimationStateMixerBehaviour>)mixerPlayable;
int clipCount = trackPlayable.GetInputCount();
for (int c = 0; c < clipCount; ++c) {
var clipPlayable = trackPlayable.GetInput(c);
if (clipPlayable.GetPlayableType() == typeof(SpineAnimationStateBehaviour)) {
ScriptPlayable<SpineAnimationStateBehaviour> stateClip = (ScriptPlayable<SpineAnimationStateBehaviour>)clipPlayable;
SpineAnimationStateBehaviour animationStateClip = stateClip.GetBehaviour();
Debug.Log(string.Format("track {0}, clip {1}: {2}", t, c, animationStateClip.animationReference.name));
}
}
}
}
}