@[gelöscht]
I feel like this is a good place to tidy up some time soon.
SkeletonAnimation.AnimationName is weird. I vaguely recall it was designed this way because it was trying to be friendly to certain 3rd party Unity plugins? Was it some old version of PlayMaker or something?
I think it's handy as an editor thing and can be handy for previewing animations but its functionality could probably be moved to a separate, tiny component and we could just leave an Inspector label field to show the current animation on Track 0. Or maybe still a dropdown but have its functionality live exclusively in the Editor script, if that's possible.
I've actually had AnimationName's functionality disrupt some things I was trying to do before. I think it had something to do with AnimationName being used on Reset, and Reset being called on Awake, but I had some initial-animation stuff that wasn't working because of it so I just ripped the damned thing out of the runtime.
My current idea is:
If users need to switch animations through the inspector: we'll have a small script for that.
If users need to set the initial animation for the SkeletonAnimation: we'll also have a small script for that.
And we could have an Instantiate (Beginner) menu item for it that automatically adds it so it's discoverable.
One thing's for sure: at actual, normal, release-build runtime, SkeletonAnimation should work normally without it.
The loop bool is just obviously broken as an editor thing.