These are the methods I'm using to reset skeleton animations:
visibleSkeletonHandler.DebugSetAllSkeletonsVisibility (true);
SetSkeletonAnimationsSlotsToSetupPose ();
SetSkeletonAnimationsBonesToSetupPose ();
SetAllSkeletonsAnimationTracksToEmptyAnimation ();
SetAllSkeletonsStateTimeToInputUpdateTime (0f);
SetMovementAnimationState (MovementState.Idle);
Each of these methods are calling all skeleton animations after the skeleton game objects have been set active and are active in hierarchy.
The spine methods called on all skeletons behind these methods are, in the order of the methods above:
skeletonAnimation.Skeleton.SetSlotsToSetupPose
skeletonAnimation.Skeleton.SetBonesToSetupPose
for ( int i = 0; i < trackAmount; i++ ) {
skeletonAnimation.state.SetEmptyAnimation (i, mixTime);
}
skeletonAnimation.state.Update (time);
Where track amount is 10 and mix time here is 0f, skeletonAnimation.state.Update is also 0f.
The movement state method results in skeletonAnimation.state.SetAnimation("idle",loop = true, mixDuration ,2f) call for all skeleton animations.