Hi,
I'm creating a per-view path-based crowd system of walking 2D characters with some randomization on walking speed, in a 2D side view, orthographic scenario.
I already took into consideration culling and other parameters, they should be all set to achieve maximum performance. Also, I'll be recycling every character getting out of view by wrapping its position on the other side of the camera with some extra randomization.
I'm using the SpriteAnimator, with the simplest Mecanim setup: a single state.
What else can be optimized? I've read something about dropping frames, which could be nice in a crowd, I could drop up to 50% of the frames (30fps compared to 60fps, the default speed of the game).
Is it possible to interpolate the position of the bones by reducing the number of "virtual" keyframes, so that, given an animation, it gets split into, let's say, 12 frames and the rest is just plain interpolation between these 12 states? (I'm not sure this makes sense with the current internal implementation)
Is it still possible to bake animations? I don't want to use sprites π
Any help about any kind of possible optimizations for a single Spine animations to be played at different speeds on several instances is greatly appreciated.
If something can optimize this, I'm interested in knowing π
Thank you.