Don't worry, I assume you are not typing angrily. 🙂
This problem is common and can happen without Spine, any time you are drawing two images side by side. For example, many games use a tile map for backgrounds and need to avoid seams between the tiles. Googling that problem may help you find solutions, possibly specific to your game toolkit.
Generally solutions are one of:
1) Draw your images without filtering. This means your images are not scaled or rotated, so the image pixels correspond to screen pixels. Also make sure their position is not off by a partial pixel.
2) Copy edge pixels into the padding between regions in your texture atlas (the
Duplicate padding setting). For this to work, your images should have pixels right up to their edge. It won't be effective if your images have blank pixels at the edge. If you are using our Photoshop script, the
[trim:false] tag can be used so a layer does not get whitespace padding around the edge.