We're not using Mechanim, just your SkeletonAnimation component. Mechanim seemed more limited / less supported, which sounds like you're confirming?
I hadn't seen that module. Was that linked somewhere? I will give this a shot. However, I think what Xelnath is describing has been one of our issues as well. I've struggled with the root motion bone blending back to the origin when the animations blend (e.g. from walk into idle). Another thing that would be super helpful, along with an official script, is an official suggestion of how to prepare the Spine file.
To clarify my "movement code" comment. None of our Spine characters are actually controlled by the player or via physics. They're all AI-driven. So they move until they reach a predefined target, basically. For what's relevant to this discussion, our characters simply translating left/right only on X (we conform them to the slope and angle of our ground outside the scope of root motion logic). Here's some videos from our game, it might make what I'm trying to describe more clear: https://twitter.com/OKDracula http://giphy.com/channel/okdracula
Our ideal character motion code allows the Spine animation to drive the translation along X. So I could play the "walk" animation, which has root motion information baked in, and it translates along X until it reaches the target.
We tried BoundingBoxFollowers initially but as I recall it acted very strangely. The collider ended up as a big jumbled overlapping mess, which didn't really move around in-line with the character's motion. Like the points were all in the wrong order, or something maybe?
So, to that end we ended up using a BoneFollower on a separate GameObject with a Collider2D and a Rigidbody2D.
My understanding of the docs was once it has a Rigidbody2D, you aren't supposed to reposition it with trasnform at all, you instead use MovePosition/MoveRotation. Did I misinterpret that? I did some profiling of the differences but maybe I misinterpreted it. They changed the way Rigidbody2D works a bit in 5.5, as well. https://docs.unity3d.com/Manual/class-Rigidbody2D.html
What would you say is the recommended way to add a Collider2D to a character, and have it track as it moves around? BoundingBoxFollowers? Any guide on how to set it up on the Spine and runtime sides?
I see that update on the spine-unity-download page. I think it's normally common for changelogs to be reverse-chronological. Also, none of this is in the "important spine unity topics" thread, nor the docs, nor the getting started page. This is my frustration, the information is all over the place., and naturally some is also outdated. For example, this page still says events don't fire during mixing which is longer true in the latest version yes? And the sample code is also incorrect now Coding for Spine Events and AnimationState callbacks
FWIW we'd love to help define and test officially supported root motion support! Would it help if Pasquale walked you through how we're currently implementing our root motion information in Spine?