To be clear, I don't think you should use such massive numbers, which is what led you to wanting more precision. I think you can get the same effect with smaller numbers and then you would not need more precision.
If you feel you do still need additional precision, it would help if you can show a project that needs it (without also having massive numbers).
As mentioned, we will still evaluate what we can do to improve this, but I don't think it will solve all your problems in the project you provided and you probably shouldn't expect it to. It is better to not rely on the behavior of very large or very small floating point numbers across various game toolkits and operating systems.
Precision to 0.0001(4 decimal points) would be much appreciated. We usually use 4-5 decimal points because we need the precision for more realistic physics with more complex model. The currently 3 decimal points (round up to 0.001 or down to zero) in Unity is unusable
I don't believe we round to 3 decimal places anywhere. The Weights view supports 5 decimal places. If you think we do round when we shouldn't, please provide a project and explain how to see where that occurs.
If you are using JSON, use binary.
KLCL We weren’t aware the Spine Unity runtime is 32-bit. We were always under the impression that Spine was 64-bit since version 4.0? Do you think this might have caused the discrepancy within Spine and Unity Runtime?
The Spine editor is indeed 64-bit for versions >= 4.0. The 32-bit I mentioned is for the float
data type, which is used by the editor, runtimes, and most game toolkits to represent floating point numbers. There are 64-bit floating point numbers but often that is not used for game toolkits, unless there are special needs.