Thank you for sending your Spine project files. I have replied to your email, but as I wrote in it, I could not reproduce the problem. The attack animation was able to be played fine with no mix, so I suspect something is wrong in your implementation. Could you send us a minimal Unity project that can reproduce the problem?
After checking the .json file in your Unity project, the cause was found. First of all, we have already fixed this issue, so using the latest 4.0 should solve your problem.
The details are as follows: The problem did not occur when Animation clean up
was enabled, but your Spine project which sent us has enabled it, so I had not been able to reproduce it at first. It was the ”foot_ik_L" and “foot_ik_L2" keys that were causing the problem, which were unnecessary because they had the exact same values as the setup poses, but in older versions there were problems with the compress for IK constraint timelines when using JSON export, so those keys were causing things to go wrong. This problem has been fixed in 4.0.60 and should not be a problem in later versions.
As a side note, your first report said that your animation went wrong when it was mixed, but actually you could find the problem in the Preview of the Inspector window, without placing it on the scene. When you find something is wrong, it is often helpful to check the appearance in the Preview. If it looks wrong here, then something is going wrong with the export from Spine to Unity. To learn more about using the Preview, please see this section of our documentation:
spine-unity Runtime Documentation: Preview
Please let us know if you still have problems after updating the editor.