@nvh1545 The profiler call stack shows that most time is spent in ClipTriangles
. In other words, clipping takes a lot of time in your scene. Using clipping attachments should be avoided where possible, or at least the number of clipping attachment polygon vertices reduced to the absolute minimum (3 vertices to form a clipping triangle), and reduce the number of vertices of your mesh which will be clipped by the clipping polygon.
See the Spine docs on clipping performance and the spine-unity FAQ section Performance below for more information:
https://esotericsoftware.com/spine-clipping#Performance
https://esotericsoftware.com/spine-unity#Performance