For our runtime documentation, see our Spine-Unity Documentation GIT.https://github.com/pharan/spine-unity-docs/blob/master/If you find any missing or incorrect information, please don't hesitate to let us know through the github repo or the Spine-Unity forum.Support for Microsoft Holographic is now shipping with Unity 5.5.We also improved the workflow by bringing Holographic Emulation right into the Unity Editor.
Finally, we’ve also lifted the restrictions on how many Sub-Emitters you can add to your effects.
Their Animation topic is not directly applicable to Spine-Unity so there's no need to learn that to know how to use Spine-Unity. Make sure you read the text in the scene, check out the inspector and open the relevant sample scripts.
Spine-Unity is built on top of Spine-C# (spine-csharp). Those will cover the basics of playing animations and posing characters.
Finally a lot of the new features aim to improve performance, so you can deliver the best experience to your users on all platforms.
For example, we’ve added GPU instancing for Android and i OS, a new CPU Usage Profiler timeline view, and we’ve updated our physics engine to Phys X 3.3.3.