but I do not want to put an animator on the (player/spine_game_object) as Spine is technically the 2D animator
In regards to responsibility, the Spine components basically take over only skeletal animation and filling a
MeshRenderer. Everything related to transforms, collision, physics, playing sounds, etc is still the realm of other (built in) Unity components. The border case would be root motion, so you could theoretically create animations with root motion and use a
SkeletonRootMotion component to move your character around, also via the Timeline.
Were you expecting us to move the player in code?
While that's also a way, we were expecting you to use the normal Unity means of moving Transforms. 🙂
I can do that and get the animation to look and operate the way I want, I am just worried about performance issues at this point as this set up requires the addition of a Playable_Director, SkeletonAnimation_Playable_Handle, and an Animator.
You need an
Animator on GameObjects that you want to move the Transform around via Timeline. The other components are not necessary. Even if they were necessary, what does your intended setup look like that makes you worry?