mingjava I see, I think I understand what you are trying to do. To begin with, dividing the same character into multiple skeletons is not a recommended method. If the reason for dividing into multiple skeletons is because it is troublesome to set up the skins, it may be better to replace the texture atlas page at runtime. This is the method described in the following general runtime guide:
Spine运行时指南 运行时皮肤 #创建附件
In other words, create each head part in a uniform size and pack them using the texture packer.
If the number and size of the input images match the texture packer settings, the texture packer will always pack the textures in the same layout. Therefore, by replacing the texture atlas page images loaded in Unity with the page images packed using this method, you can complete the change in the appearance of the skeleton.
However, this does require the effort of preparing parts images in a uniform size. So, ultimately, it depends on where you want to put your effort. In some cases, it may be easier to have many skins for a single skeleton, as there are fewer things to keep in mind when preparing parts images. In addition, using skins allows you to use skin bones and skin constraints, so if the complexity varies greatly depending on the skin (e.g., some skins require only five parts for the head, while others require 30 parts), it is easier to manage by using skins.