GamerXP Each Spine object break batching, adding +2 draw calls. Considering there are quite a lot of such objects - performance hit is quite noticeable.
Is it not possible that the attachments fit on a single Spine atlas texture page in your case? This way everything could be batched properly without adding draw calls per skeleton.
GamerXP Packing ALL spine sprites together with regular sprites into a single SpriteAtlas doesn't seem doable
You could pack your Unity Sprites together with your Spine attachments by using Spine's atlas packer. Or is there any reason why you can't do that?
GamerXP Packing to SpriteAtlas seems to be generating a new texture out of it instead of actually using the SpriteAtlas. This results source sprites to reference a different texture when drawing with SpriteRenderers, creating a duplicate textures as a result. When using addressables, it can get even worse
Yes, that due to Unity's API restrictions, the atlas texture can't be accessed really (at least at the time of initially writing the SpriteAtlas support implementation). If SpriteAtlas would offer a better API, we would happily use it.
GamerXP Whole SpriteAtlas workflow is very hard to use to begin with.
Yes, that's why it's also not recommended at all, and should be the last resort if normal Spine atlas workflow is not possible for some reason.
GamerXP Having Spine use actual Unity Sprites will simplify a lot of things:
Sorry, this won't ever be supported. Anyway, Unity Sprites are nothing more than regions in one or more atlas textures, unfortunately managed by Unity behind the scenes with bad access via their scripting API.