Hi,
In our Unity project we need to display hundreds of Skeleton Animations at the same time and I'm facing performance issues.
I've read the performance hints in the documentation and it says that there is many potential reasons for performances to be impacted by Skeleton Animations at runtime. After some investigations I noticed that the CPU usage is very high (that does not really surprised me actually). So I was wondering if there is any tips / advice on how to setup skeletons in Spine the "smartest" way, knowing that hundreds of them will be updated simultaneously in the game.
On the other hand maybe there is also things that I'm not aware of, like useful parameters / options to choose within the Unity components to make animations updates "lighter", or code related stuff I could try to do as well ?
For now I did the base stuff like activating / deactivating the Skeleton Animations depending on if they are on screen or not. It works really fine but does not fix my problems when those 300 Skeleton Animations are actually on screen (this is not the most common case, but it can happen during a game session ...)
The Skeleton Animation instances are all using the same Skeleton Data, but can have different skins and attachments.
From the lighter one :
To the heaviest one :
My first guess was trying to reduce the amount of bones ...
I know that there is a risk that we need to reduce our level of details, but we would like to know more on "best practices" before starting to cut down 😛.
What do you think ?