Spine Prefs:
seems simple enough.
Last Frames:
This is an Animation.Apply/AnimationState thing that's shared logic across all runtimes. Whatever changes and fixes applied needs to be applied to all runtimes.
Work is currently being done on this front though and an update is coming soon. More on that here: [runtimes] AnimationState improvements · Issue #621 · EsotericSoftware/spine-runtimes · GitHub
But if your case (with events) is simple enough but you have mixing, you may just be running into AnimationState ignoring the previous animation during a transition/crossfade. If that's the case, I point your attention to this: spine-runtimes/AnimationState.cs at master · EsotericSoftware/spine-runtimes · GitHub
In the AnimationState update above, we hope to make it some kind of setting.
SkeletonGraphic:
Can you describe what you mean by "soft masking"? And what you mean by "dissected/clipped" and what you mean by "inside the animation graphics".
SkeletonGraphic just does the stencil-buffer-based UnityEngine.UI.MaskableGraphic masking. Is there some other type of masking UnityEngine.UI is capable of?
Not sure if SkeletonUtility is possible.
Atlas textures:
"pass regions of the single sprites"?
Note that if you select the AtlasAsset, you can check the checkboxes and it will generate prefabs with meshes mapped to the regions. It's not a sprite but you can have single parts as static meshes in their own GameObject.
There are a number of things we want to do with Unity and sprite/atlas stuff. Including letting Unity do the packing for us so it doesn't have to be an additional Spine task/task for the animator. But as it is, there are a bunch of missing parts in Unity's Sprite/Sprite Packer API to allow us to do this cleanly and robustly.
I suppose setting SpriteMode to None would be a good default.
31 Jul 2016 10:34 pm
I'm not able to reproduce the alpha 0 color key at the end of an animation not working.