MichaelK

We have a large number of spine animations in the project. Much of them are mesh animations. Profiling shows that the bottleneck in the project performance is the handling of spine animations. We are interested in optimizing Spine.Runtime for Unity.

Did you perform Runtime code optimization or analyze the possibility of such optimization? If there is no ready-made solution, which part of Spine.Runtime would you recommend to optimize in the first place?
Thanks.
MichaelK
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Nate

See this article:
Metrics - Spine User Guide: Performance
Only profiling can tell you where you need to focus, though the general guidelines there are the most likely.
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Nate

Nate
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Pharan

Additionally, if you're using Spine-Unity, there are a number of additional options to improve performance. But it highly depends on what your animations are like.

For example, if each of your skeletons only use one Material and don't use separators, you can check the "Single submesh" checkbox in the Advanced... box in the inspector. But depending on your setup, this may not have much of an impact in performance.

If you can show a screenshot (of the profiler window) of what specific methods in the Spine runtime you are hitting hard, we may offer some more concrete recommendations.
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Pharan

Pharan
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