SpineBoyController and BasicPlatformerController use different methods to set the current active animation.
What's the best and most updated version of ways to do things?
Platformer for example uses skeletonAnimation.AnimationName = animName
Spineboy uses skeletonAnimation.state.SetAnimation(0, anim, loop);
In the Platformer version is there somewhere that is defining if the animation loops or not since it's not passed in?