Thanks for your reply!
The issue I'm encountering is that the current animation displays incorrectly — it appears to be mixed with images or motions from other Spine animations, as if multiple animation states are blended together.
I tried calling skeletonAnimation.Update(0) immediately after setting the animation, but the issue still persists, so it might not be related to the script execution order.
Currently, the only way I can make the display work correctly is:
After re-enabling the MeshRenderer, I cache the current animation name, trackTime, and loop status;
Call ClearTracks() to clear existing animations;
Use SetAnimation() to reassign the cached animation;
Manually set newEntry.TrackTime = cached time.
This workaround solves the problem, but it feels a bit cumbersome, and I'm not sure if it's the recommended approach. I'd really appreciate any further suggestions!