thank you for reply Pharan,
unfortunately this is not my case
i starting my coroutine from Update() method, when i click on the enemy to shoot in my game,
animation "idle" is looped playing before
i tried to debug it as you advised, look at image 1:
SubscribeByName called at yield return new Spine.WaitForSpineEvent(..) (after step over on screenhot); after this function called the message "shoot event!" appears in log immediatelly
image 2:
HandleAnimationStateEventByName invoked when needed with values on screenshot (m_WasFired will set to true in next step)
there is exported animation in attachment just in case
i can attach original spine file if needed or make a demo unity-project in which you can debug it
Pharan wroteI should probably make it fail loudly so the user knows what's happening.
that's will very helpful i think