Because I'm not absolutely sure I'm on track with all things, this post is a combination of a request for information, a request for advice and probably also a feature request. As background, I've used Spine longer than I have Unity, but recently started planning a project to implement in Unity. I'm now looking at my options for the best workflow and tooling.
It seems Unity is pushing very hard in the 2D department, which I think is extremely welcome. The 2D sprite stuff is great and the 2D animation package seems very promising as well. With this, I have come to the impression that the actual Spine Unity runtime is becoming less of a thing, because you get tools to do skeletal animation through standard conventions.
There are some considerable benefits to using the Unity 2D packages. To name a couple of examples, doing cutscenes and specialised one off animations is a lot more convenient if everything is "native", having access to all the sprites present in skeletons can be useful and having the Unity devs push the performance of shaders is probably something hard to match.
So my question: Are there any tools or options simply for importing rigging and animations from Spine into Unity and creating standard unity 2D package assets from them (sprites, sprite rigging in the style of the Unity PSD importer, animation clips)? Are these planned?
I realise some Spine functionality simply is not there, but it probably will some day. Also there's the option of complementing the 2D packages with some additional functionality instead of trying to maintain a competing system.
To me the point of Spine has always come down to two things: First, make the animation tool experience the best it can be and second, make all the best tools available (skin deformation, clipping...). This could mean backing down a bit on the second point, but that might be the price to pay for staying relevant in the first.