Error Log from the Skeleton Asset:
UnityEngine.GUILayoutUtility.BeginLayoutGroup (UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options, System.Type layoutType)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUIContent content, UnityEngine.GUIStyle style, UnityEngine.GUILayoutOption[] options)
UnityEngine.GUILayout.BeginHorizontal (UnityEngine.GUILayoutOption[] options)
UnityEngine.GUILayout+HorizontalScope..ctor (UnityEngine.GUILayoutOption[] options)
Spine.Unity.Editor.SkeletonDataAssetInspector.DrawUnityTools ()
Spine.Unity.Editor.SkeletonDataAssetInspector.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect)
UnityEditor.DockArea:OnGUI()
Scope was not disposed! You should use the 'using' keyword or manually call Dispose.
UnityEngine.Scope:Finalize()
Internal_GetGUIDepth can only be called from the main thread.
Constructors and field initializers will be executed from the loading thread when loading a scene.
Don't use this function in the constructor or field initializers, instead move initialization code to the Awake or Start function.
UnityEngine.Scope:Finalize()
Error Log from Instantiated Asset:
Retrieving array element that was out of bounds
UnityEditor.SerializedProperty:GetArrayElementAtIndex(Int32)
TMPro.EditorUtilities.TMP_MeshRendererEditor:OnInspectorGUI()
UnityEditor.DockArea:OnGUI()
´NullReferenceException: Object reference not set to an instance of an object
TMPro.EditorUtilities.TMP_MeshRendererEditor.OnInspectorGUI ()
UnityEditor.InspectorWindow.DrawEditor (UnityEditor.Editor editor, Int32 editorIndex, Boolean rebuildOptimizedGUIBlock, System.Boolean& showImportedObjectBarNext, UnityEngine.Rect& importedObjectBarRect)
UnityEditor.DockArea:OnGUI()
Strangely the instance error references TextMeshPro, even though the object in question is not using any TMPro asset. All Errors are endlessly stacking up.
The graphics are on the atlas.png, the imported atlas asset has them correctly referenced and visible. Names seem to match with the Skeleton.jsons in question. But I am also not sure for what to look out for exactly.
I had the idea to edit the instance in debug-inspector mode and changed the "Initial Skin" by hand in there from default to a specific skin, and everything popped into place for some of the instanced objects at least. I just realized, might this have to do something with the fact, that the "default" skin is empty though the other skins are not?
No it doesn't log them, they just won't show up on the skeleton I attached an Inspector screenshot, that made me curious Hope this helps 🙂 !