I got the same issue and from some investigation on my side it looks like that the Asset Database is not fully initialized during the editor startup at [InitializeOnLoad]. This causes some weird breaks when SpineEditorUtilities tries to load SpinePreferences as it seems the settings asset is not loading (but gets recreated after with the default values). The wierd stuff was that call was causing breakage in the URP settings asset sometimes...
I did a quick fix/workaround:
---
a/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs
+++ b/Assets/Spine/Editor/spine-unity/Editor/Utility/SpineEditorUtilities.cs
@@ -97,7 +97,7 @@ namespace Spine.Unity.Editor {
#region Initialization
static SpineEditorUtilities () {
- Initialize();
+ EditorApplication.delayCall += () => Initialize();
}
static void Initialize () {
This seems to be working properly, with the only side effect i have noticed being that warnings for textures are logged in the console about part of a second later (due to the delay call).
P.S.
I believe something similar was happening on 2019.4 too. There were sometimes when the spine settings asset was reset to the default values from time to time, but I never payed much attention to this as I was just checking out the file when these modifications occurred and they were rare enough to not cause a big trouble.