Thank you for the clarification!
Wecica a écrit1. I don't know which one is the example of SkeletonMecanim in Spine Examples.
The example scenes do not include an example of SkeletonMecanim. This is mostly due to historic reasons and the fact that the Controller of SkeletonMecanim is a normal Mecanim controller.
Documentation of SkeletonMecanim and the Controller can be found on the recently updated documentation pages here:
spine-unity Runtime Documentation: SkeletonMecanim Component
Wecica a écrit2. What is different between SkeletonMecanim and SkeletonAnimation as you mentioned SkeletonAnimation has a more complete feature set than SkeletonMecanim.
SkeletonAnimation provides the complete Spine runtime API to enqueue and set animations and control transitions on multiple tracks. It is linked more tightly to the Spine Editor, with the Spine Editor Preview view showing what you will get in Unity when using SkeletonAnimation. So there will be fewer differences (especially regarding animation transitions) between what you expect when exporting animations from Spine and what you receive on the Unity side. You can customize track mixing via a TrackEntry returned from SetAnimation()
calls, e.g. parameters like holdPrevious.
SkeletonMecanim uses Mecanim track state to control animations. It's setup is more rigid and does not allow complete customization of animation transions and mixing as SkeletonAnimation, which might not always be exactly what you want.
Wecica a écritCan 2d spine animation realized in this way(The way you mentioned of utilizing 'SkeletonMecanism')?
Yes, it can be used as described above. Please consider the documentation page section here:
spine-unity Runtime Documentation: SkeletonMecanim Component