• Unity
  • Animation plays slower when frame rate drops?

Related Discussions
...

My game runs normally at 55-60 fps. But on old devices, when there are too many enemies, the frame rate drops down to 40-45 fps. In those cases, I notice that all spine animations are played slower than normal. I'm not sure if it is how it works, or that is a problem caused by me, because in a different project run by my coworker, the game runs at lower frame rate, usually around 35-40 fps, but the animation speed is just the same as it is in spine editor. Both my project and their one got Application.targetFrameRate set to 60.

SkeletonAnimation relies on Unity's Time.deltaTime.
If your project clamps to a rather small maximum deltaTime, things can play more slowly as framerate drops.
This isn't specific to Spine. All things would play more slowly in this case, not just Spine animations.

I thought spine animation is independent from timescale/frame rate ? I've done some googles and in this topic, someone said that "30 frames would still take one second to play back". As far as I understand, the lower fps, the higher value of Time.deltaTime parsed into SkeletonAnimation.Update(float), which makes the animation advances faster.