Unfortunately we could not reproduce this issue with your reproduction project, we see only an invisible skeleton. Are you perhaps using an old version of the spine-unity 4.0 runtime?
Thanks for letting me know. I'll try your other suggestions first, but if I still can't get it working, I'll try to create another project that truly does replicate the issue. If nothing else, it will help me better understand the issue myself.
I'm using the 4.0.0 version of the runtime, but clicking the "Update" button doesn't change the version. Is there another way to try updating to a newer 4.0.x? I added the UPM packages via the Git links, i.e. https://github.com/EsotericSoftware/spine-runtimes.git?path=spine-csharp/src#4.0
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At the same time, you are blending animations Back_Idle, Front_Idle and Side_Idle in a blend tree node in the Animator Controller. This in combination with separate skins for orientation is not good design, as it will make your character invisible whenever skin and animation don't match.
Why don't you use a single skin for all orientations and let the animation decide which slots and attachments are visible?
This sounds like it could potentially be the root of my problem. I programmed the entity using the sprite to move in random directions, so the blend trees are almost always in-between values. I didn't create the sprite myself, though, so this will be my first time editing a Spine sprite!
I tried looking through the documentation to see if there's any hints on removing skins while keeping their animations, but there's a lot to digest. Can you please point me to the docs that would be the most helpful for rolling up my sleeves and editing the sprite to see if doing so resolves my issue?
(Ultimately, I'm planning on asking the asset creator to help me. But I would like to make sure this really is the right solution before asking them if they're willing to spend so much time editing their sprites for me.)
Thank you again for all of your help!