Hi there, I've just starting integrating Spine into a Starling 2.0 AS3 project and I've quickly encountered some odd crippling performance issues.
The desired usage of Spine in my game is as follows: I have around 9 different skeletons for which I have a few quick animations. All of these skeletons will spend 98% of their time sitting on screen in the empty state with no internal movement whatsoever. When in this empty state, I will have multiple instances (perhaps 10 of each) on screen being moved (again not animating, simply moving the composite object around the screen). Once movement stops, we will reduce the display count to a handful (tops of around 10), and then run an animation on each.
The issue I'm having is that when I have a larger number moving on screen (again, not animating), I get a crippling reduction in the frame rate (on my desktop I go from 60fps down to around 14-16). Checking out adobe scout, it appears that SkeletonSprite's render function is taking up around 80% of the frame's time. This seems very odd to me as internally nothing has changed within the animation, it should simply be drawing a number of flat images each frame.
Again I am new to the system so I hope I'm simply missing something... Each skeleton is a simple SkeletonAnimation instance added to the display tree after calling skeleton.state.setEmptyAnimation(0, 0). Additionally all art is coming from the same texture and I have a minimal draw call count.
Any help of suggestions would be much appreciated, thanks!