The documentation recommended SkeletonAnimation for using spine in Unity, so I'm wondering if our historical workflow is missing some modernizations. We often need our spine characters to maintain states; however, our artists tell us they would like to use features only found on the SkeletonAnimation spine object.
Is there something we're missing/overlooking that would allow us to have spine characters that maintain states while using the recommended SkeletonAnimation spine object? Would we need to roll our own state machine system tooling/editor window to work with SkeletonAnimation in that way?
Thanks!