Thanks for the clarification.
Unfortunately we could not reproduce the problem, it worked as expected on our local test setup using the following code:
public class TestEvents : MonoBehaviour {
void Start () {
var skeletonAnimation = this.GetComponent<SkeletonAnimation>();
skeletonAnimation.Initialize(false);
skeletonAnimation.AnimationState.Event += HandleAnimationStateEvent;
}
private void HandleAnimationStateEvent (TrackEntry trackEntry, Spine.Event e) {
Debug.Log(string.Format("event: i {0} f {1} s {2}", e.Int, e.Float, e.String));
}
}
Does this return an incorrect result when used with your skeleton?
If you are using a similar setup, could you please send us your 3 exported Spine skeleton assets, then we can have a look at it. You can either attach it here to a posting, or send it as a zip package to contact@esotericsoftware.com. Then we can have a look at it.