Hi,
I’m a bit confused about how SkeletonAnimation initialization works in Spine-Unity.
I’m using Unity 6.2 with Spine 4.2.
I can successfully get the SkeletonAnimation component:

sa itself is not null, and the skeleton renders and plays animations correctly in the scene.
However, when I try to access the skeleton:
it’s always null at runtime.
Because of this, I can’t do things like:
sa.Skeleton.FindSlot("state");
even though the documentation says SkeletonAnimation.Skeleton should give access to slots, bones, etc.

Some extra context:
I’m not using SkeletonGraphic, only SkeletonAnimation
I want to get a slot and modify its color at runtime (e.g. focus / highlight)
SkeletonAnimation exists and works visually, but Skeleton is null when accessed
I’m currently trying this in Awake() (and also tested Start() with the same result)
Where could the issue be?