Hey! Thanks for your reply!
I think that UpdateMode.OnlyEventTimelines
looks like a really good solution that I will test today.
To answer your question,
Yes, we do not play animations on the server. but we need the timeline information.
For example, when an NPC monster attacks, a fireball collider is only spawned midway through the animation when an event fires.
This collider + VFX spawns on the clients so they can see it, while only the collider spawns on the server so it can validate collisions, if not the game becomes too client-authoritative.
We do not want the server to animate anything, but the server still needs that timeline and event info for when events happen, and this information is woven into the skeleton data asset, or the skeletonanimation component.
This post was created because I realized that even when animations are not playing, the CPU still seems to be processing all the bone data every frame as long as the SkeletonAnimation component is enabled in the game object. I am asking for a way to do exactly what you suggest, but take timeline info from my spine files to dictate game logic.