it is happened when the spine object is deactivated and the mesh render is disabled
NullReferenceException: Object reference not set to an instance of an object
Spine.Unity.SkeletonRenderer.SetMaterialSettingsToFixDrawOrder () (at Assets/Spine/Runtime/spine-unity/Components/SkeletonRenderer.cs)
meshRenderer.sharedMaterials[i].enableInstancing = false;
fixed with this:
for (int i = 0; i < meshRenderer.sharedMaterials.Length; ++i) {
if ( null == meshRenderer.sharedMaterials[i] )
continue;
if (!hasPerRendererBlock) meshRenderer.GetPropertyBlock(reusedPropertyBlock, i);
// Note: this parameter shall not exist at any shader, then Unity will create separate
// material instances (not in terms of memory cost or leakage).
reusedPropertyBlock.SetFloat(SUBMESH_DUMMY_PARAM_ID, i);
meshRenderer.SetPropertyBlock(reusedPropertyBlock, i);
meshRenderer.sharedMaterials[i].enableInstancing = false;
}