I've been profiling my code, and loading Spine's JSON file is causing quite a performance spike. It looks like using the binary format can help with this, but I've not been able to get that working correctly.
When I import my Spine files into Unity using the binary format (a .skel file, an .atlas.txt file, and a .png file), no SkeletonData asset is created, which we need to link to our prefab's SkeletonAnimation script. When we export from Spine as JSON, this process works.
We're using Unity 5.4.0f1, Spine 2.1.27, and Spine Unity runtime 2.1.25. I've also tried renaming the .skel file to .skel.bytes to no avail (I saw a post from Mitch about this so I figured I'd give it a shot). Spine's runtime creates the _Material.mat and the _Atlas.asset files, just not the _SkeletonData.asset file. Nothing is reported in the console (no errors nor warnings).
Any thoughts?