- Editado
Mario Could you (or your artists) show the stats from the metrics view for each skeleton?
Hey, certainly! Here is the Metrics View for each of the three skeletons we have rendering on the GameScene:
Player:
Opponent:
Crowd:
Mario As a general guideline, have a look at the performance section and see how it applies to your specific setup: http://en.esotericsoftware.com/spine-metrics#Performance
I've read through those guidelines before while we were still working in Cocos2d-x, but it never hurts to read through them again, maybe I missed something or forgot something crucial to the performance here (though these same skeletons ran quite well in Cocos2d-x compared to Unity).
Harald Did you perhaps confuse the two update modes? In Update would be the default, and Manual Update would mean that no automatic update happens and you need to manually call update on the SkeletonAnimation component yourself.
No, and I apologize if my question was confusing. I initially had the skeletons set to Manual Update
mode
and was calling Update
on the skeleton myself manually within a controller class. I had meant that I commented out the manual calls to Update
and then switched the Skeletons to In Update
instead of manually calling Update
on the Skeleton in the controller class's Update
method. I'm not sure whether or not this actually affected performance at this point in time however. I can confirm lowing the number of skeletons rendered from 3 to 2 to 1 all gave performance improvements though. Nearly up to 55 45 FPS for just the Player skeleton.