- Edited
SkeletonRenderer.LateUpdate eat most of my cpu
I put seven spine animation in scene, just the SkeletonRenderer.LateUpdate used 35% cpu time. how to improve the performance.
I test the animation on ipad mini first generation.
How complex is your Spine project?
Do you use Meshes?
Do you use FFD?
Do you use Skinning?
How many bones do you have?
I have use 50 bones in everyone spine animation and used FFD function.
download/file.php?mode=view&id=709
WOW! No wonder you're getting those performance issues... You definitely need to lower you number of bones and number of vertices on your meshes.
That is indeed a very dense mesh. You can probably make it at least half as dense and also lower the amount of bones drastically. Image removed due to the lack of support for HTTPS. | Show Anyway
Here's an example of pretty smooth deformation on a large object.
The smoothness is achieved by just using automatic weights and then pressing Smooth
in the weights dialog. Also keep in mind that as soon as things are animated it is much harder to see any jagged edges.