No worries, thanks for searching! I don't think this has been asked before either! :nerd:
spine-unity, as any 2d framework, creates textured meshes, so I know of no direct way to map one mesh onto another at runtime. If it's a "mathematically perfect" object like a sphere, you could write a custom copy of a Spine shader with a custom vertex shader that maps each vertex position onto the sphere's hull. This will however cause some distortion and you might not like the actual result.
Another much more practical way would be to use a RenderTexture. You would then render your Spine skeleton into the RenderTexture
, and then project the texture onto your object. This is rather costly however, so you might want to keep it to a minimum.