Hello,
It's not really a bug but it's something that can cause bugs while using Spine.
In the unity c# version, the animation events are thrown after the OnComplete / OnEnd event on animation (only if the animation has ended during the same frame of the animations events of course, e.g. with a drop of framerate).
In my case, after the animation complete I'm doing something that depends on a previous animation event, so it doesn't work...
Could you do something for that please ?
I'll fix it by myself for now because I really need Spine to work that way 😉