Hey,
Currently spine is using the most CPU time by far in my game.43 calls to SkeletonAnimation.Update are causing around 4.2ms of CPU time (20ms during deep profiling).

Is this the expected performance or am I doing something wrong?
If it is the expected performance, I guess then I should start implementing my own culling for stuff that's not on screen?

Thank you!

  • Harald ha risposto a questo messaggio
    Related Discussions
    ...

    paatz04 Currently spine is using the most CPU time by far in my game.43 calls to SkeletonAnimation.Update are causing around 4.2ms of CPU time (20ms during deep profiling).

    It obviously depends on your skeleton animation setup and complexity, but 4.2ms sounds rather as expected for 43 skeletons.

    paatz04 If it is the expected performance, I guess then I should start implementing my own culling for stuff that's not on screen?

    No need to implement that, you just need to configure your Skeleton component accordingly to do that for you, see Advanced - Update When Invisible here.

    Awesome thank you! I missed that setting.
    Now it's usually under 1ms, unless we have all 4 on screen. I've set it to Only Animation Status, if we don't use event timelines - that shouldn't cause any unexpected issues.

    • Nate ha messo mi piace.

    Great to hear it helped, thanks for getting back to us!