Unity 2021.1.4
Unity Spine Runtime: 4.0 (6/23 github)
It appears that there is a bug where SkeletonAnimation that are set to use UpdateMode "OnlyEventTimelines" are not initializing their bounds correctly and thus will remain invisible until the origin of the skeleton object is onscreen.
To reproduce:
1) Create a prefab of a skeleton animation with invisible update mode set to OnlyEventTimelines and has its origin at the bottom of its feet.
2) In the unity, hide the scene view (which impacts the OnBecameVisible calls) and only show the game view.
3) Instantiate the character slightly offscreen and notice that while the origin of the character is offscreen, the character should still be visible assuming its default skin bounds.
If you could look into this and let me know what change to the source needs to be changed please let me know. I want to keep my skeletons to efficiently cull as we're CPU limited on our min-spec hardware and we want to reduce the single-core skinning performance by culling animations/skinning of characters that are not in bounds.