Okay, that's what I was hoping
thanks Mitch!
I've got most of it working, but I've moved onto events and had another question. It seems that the general technique for managing events is interfacing via the AnimationState, but I don't know how to query for that when using a SkeletonAnimator.
I am able to receive Spine events as Unity/mecanim style events on the mecanim timeline
though, admittedly, assuming the string name of the event as a hardcoded function call seems a little bizarre, perhaps they should at least be prefixed with "SpineEvent_" for clarity/name-collision safety? Or maybe use something more similar to the way you do your Spine attributes, with a [SpineStringEvent("EventName", "FuncMapping")] style approach?
Anyways, how would you go about getting the Complete/End generic events without AnimationState? Or, maybe a better question: how would you get the AnimationState from SkeletonAnimator?
Also
unrelated: it seems that if you have an animation without any textures in it (a guide animation), the Unity plugin will fail to produce any of the skeleton data exports from the json. Putting a junk texture in there seems to fix the problem, probably just a minor bug.
Thanks again, this has been very helpful!
Jeremy