• Unity
  • Unity Performance comparision between SkeletonRenderers

Hello guys, I'm a Spine user from China, the software is nice and it helps me a lot. But I am meeting an issue when I tryed to transplant SkeletonMecanim component into my Unity project from SkeletonAnimation component, which majorly had to do with performance. Having taking several tests, I found that SkeletonMecanim.Update() process is spending time twice as much as the SkeletonAnimation.Update() process is, with default settings, how could I make optimizations on SkeletonMecanim component, or btw, even on SkeletonAnimation component, to make it run faster? Thanks a lot.

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Which version of the spine-unity runtime (name of the unitypackage, also listed in version.txt file) are you using?

Harald wrote

Which version of the spine-unity runtime (name of the unitypackage, also listed in version.txt file) are you using?

It's spine-unity-3.8-2021-07-06.unitypackage

Thanks for the additional info. Your spine-unity version already contains an important bugfix in this regard, so this is not the problem.

In general SkeletonMecanim comes with some overhead, but it should in general not be that much of a difference. Could you perhaps send us a minimal Unity project that still shows this problem? You can send it as a zip package to contact@esotericsoftware.com, shortly mentioning this forum URL so that we know the context.

General guidelines to improve performance can be found here:
Metrics view - Spine User Guide: Performance
For spine-unity, you might additionally want to check out SkeletonMecanim - Advanced - Update When Invisible in the Inspector, in order to keep off-screen updates minimal, where possible.