Just to make things clear, Pasquale is my animator whom I referenced earlier.
I think you should focus less on how many posts we have, and just on whether or not what we're saying might happen to be true. I've read and searched on the forum since finding Spine. You can surmise a lot about a community without posting yourself.
In a small way, your post is an example of what I'm talking about. Isn't this my thread? Why not just reply to my concerns here? You sort of just glossed over them, and only replied to the update stuff. Which, thanks, those changes would be appreciated. While I can obviously choose not to update my runtime, what's the point of you publishing changes if I don't incorporate them? I've only ever downloaded the latest unitypackage from the website.
So, we're not trying to be a pain in the butt. I don't doubt your intentions. We are obviously passionate about this and have put a lot of effort and energy into launching our upcoming game with Spine runtimes at it's core. If Spine wasn't worth the effort we would have ditched it a long time ago. It could just be so much more effortless. The language we see on the forum and GitHub issues just often leave us scratching our heads about who your target market is. To be honest, it seems too large!
Anyway... I'd like to continue discussing our specific problems.
Our biggest one is with root motion. There's all kinds of old and dead end posts on the forum about it. Its mostly users trying to help each other. Overall, Esoteric employees seem to have an aversion to it.
Root Motion and Animation Blending
Applying Root Motion
Root motion Mecanim
Root Motion - Animation movement or engine movement ?
Leap Attacks, Jumping, etc
Root motion is not working
Root Motion - How to code it properly?
We're having issues getting this to work in our game. It's pretty frustrating, as moving around seems super core to implementing a Spine character. To us, root motion seems like the most reliable way to implement high quality animation cycles. If not via root motion, I never found an official guide on "how to drive a Spine character with your own movement code." How do you do it in Spine? We see this, and ask "aren't people moving their characters around? What is this thing for?"
Another, on the editor side, is with looping. To make an endless loop, we duplicate the first and last keyframe. The editor has an option to control where your loop cycles from. However, when we export for the runtime there's no way to exclude that final duplicate frame. I've found that via "trackEntry.animationEnd" there's a way to control where a loop stops, but it's time-based. It'd be so much easier to just "drop the last frame". Instead, once it's in the runtime, I have to do some magic-number-backed math to figure out where the final frame starts. This is looping, which seems incredibly core. "How are people doing looping? Do they not run into this?"
The last example I have right now is the way BoneFollowers work. They're incompatible with physics-backed GameObjects in Unity. Once something has a Rigidbody2D, you get a performance hit if you move it with it's transform (as the physics engine has to recalculate the scene). I've had to reimplement your BoneFollower script to my own based on Rigidbody2D's MovePosition/MoveRotation. Our characters have colliders, which we track to a bone. "Are we really the only ones doing this? Has no one else noticed the performance hit?"
Thanks for hearing out our feedback. And thanks for dedicating your time into making this thing at all.