Misaki a écritThank you for preparing the Unity project to reproduce the problem, I found the cause. You are calling AnimationState clearTracks, which leaves the skeletons in their current pose, so it is the cause that the previous animation affects a later animation in an undesired way. You can call Skeleton setToSetupPose after clearTracks() to back your skeleton to setup pose.
Thanks for your help so much. I managed to fix the problem by adding the following code after clearTracks
skeletonGraphic.Skeleton.SetToSetupPose();
skeletonGraphic.Clear();