csumsky3 escribióIn your opinion, do you think there were significant enough changes in that area to warrant us doing a full re-export on every Spine skel (140) in our already-released game
Good question. SkeletonMecanim
has received some rather significant performance boost due to some reduced redundancy, I'm pretty certain that the changes happened in this timeframe. Are you using SkeletonAnimation
or SkeletonMecanim
? I remember your project, but not which component's you were using.
There has been one added feature at all SkeletonRenderer
and SkeletonGraphic
components, which is the Advanced - Update When Invisible
property. This allows you to automatically disable and re-enable some updates when the skeleton is leaving or entering the on-screen area. So you could benefit from this feature if you have many off-screen skeletons active, and are not already disabling them in some way.
Apart from these changes, IIRC SkeletonAnimation
should not have seen dramatic changes in performance. Perhaps the quickest way to test if re-exporting all your skeleton assets is worth the update would be to do a quick profiling session with a minimal project and only a single character re-exported. As always, be sure to test on the target device with a release build.
If you decide that it's worth it, I second Nate's advice to automate the export of your assets. If you have a script ready that exports a single asset, you should be able to adjust it to cover even 140 assets in relatively little time.
And once again I have to say that your game is so cute, those little critters are just so lovely! 🙂