We set the SkeletonDataAsset (we load the correct resolution variant from Addressables) then give it to SkeletonAnimation on runtime by following the advice here: Change SkeletonDataAsset In Runtime.
However, we're having trouble with subscribing to SkeletonAnimation.AnimationState events after Initialize(true) is called on the SkeletonAnimation because the only event that is triggered, SkeletonAnimation.OnRebuild, gets called even before SkeletonAnimation.AnimationState is created.
Is there a better place to subscribe to SkeletonAnimation.AnimationState events after manually triggering Initialize()?
I just realized after posting that I can just inherit SkeletonAnimation and do my own event after AnimationState is created. But if there's a built-in way, I'm all ears. π