First of all, thanks for the Unity runtime!
I'm able to get the example working in Unity, but am having some problems bringing my own animations into Unity. Here are the steps I went through, please let me know if I'm doing it wrong:
1) Within Spine, export a JSON (does pretty print matter here?). Add .txt to the end of the file since the json in the unity example is that way.
2) Within TexturePacker, create an atlas using LibGDX format. This produces a png and a txt file.
3) Within Unity, create a new material, set the shader to Spine's skeleton shader and add the atlas png generated by TexturePacker in step 2.
4) Within Unity, create a new spine atlas. In the inspector window, set the atlas file to point to the txt file generated by TexturePacker in step 2. Set the material to the one created in step 3.
5) Within Unity, create a new spine skeleton data. Set the atlas asset to the spine atlas created in step 4. Set the skeleton json to the txt file created in step 1.
6) Within Unity, create a new spine skeleton in the scene's hierarchy. In the inspector window, set the Skeleton Data Asset to the one created in step 5.
All seems to work until step 5, when I add the json to the skeleton data. There is an error:
Exception: Error reading skeleton JSON file for skeleton data asset: Test
UnityEngine.Debug:LogException(Exception, Object)
SkeletonDataAsset:GetSkeletonData(Boolean) (at Assets/src/SkeletonDataAsset.cs:53)
SkeletonComponent:Update() (at Assets/src/SkeletonComponent.cs:41)
Comparing my skeleton data asset to the Spineboy example, mine is missing Animation State Data and my spine skeleton in the scene is empty.
What am I missing?