This is a quick example, since you can't use SkeletonUtility on SkeletonGraphic assets:
public Spine.Unity.SkeletonGraphic skeleton = null;
void Start () {
skeleton = GetComponentInChildren<Spine.Unity.SkeletonGraphic> ();
skeleton.UpdateLocal += UpdateLocal;
}
public void UpdateLocal (Spine.Unity.SkeletonGraphic skelly)
{
var bone = skelly.Skeleton.FindBone("YourBoneName");
float overrideAlpha = 1.0f;
bone.x = Mathf.Lerp(bone.x, newPos.x, overrideAlpha);
bone.y = Mathf.Lerp(bone.y, newPos.y, overrideAlpha);
}
Simple!
Add the following if you want automatic disabling of the skeleton when the module is enabled/disabled;
void OnEnable()
{
if ( skeleton != null )
skeleton.UpdateLocal += UpdateLocal;
}
void OnDisable()
{
if ( skeleton != null )
skeleton.UpdateLocal -= UpdateLocal;
}