Hi
I'm using Spine Runtimes Version 2.3 in Unity
I'm testing "Bake", because Loading SkeletonData by "json" is quite slow.
if I use "Bake", there are some restrict in making animation (etc. flip, vertex ani...~~) and my project was progressed so much, so project changed much.
But if animation data loading can be fast by using "Bake", these things not matter.
so, I want to ask about my test result.
I prepared 10 SkeletonAnimation Prefab, and 10 Unity Animator prefab baked by 10 SkeletonData.
Bake option is BakeAnimations, Bake IK and Require Receiver.
1.
In Unity Player (platform is Android) loading test
- 10 json skeletonData loading time : 5.2 sec
- 10 baked unity animator loading time : 28.1 sec
but in device build, loading test
- 10 json skeletonData loading time : 27.1 sec
- 10 baked unity animator loading time : 3.7 sec
why result is opposite? ( unity player VS device )
is this normal?
2.
drawing call problem
- json skeletonData use 1 drawcall per 1 animation data
- baked unity animator use 13 drawcall(average) per 1 animation data.
it seems that baked unity data use 1 drawcall per an activated attachment.
is there any solution or update plan these drawcall problem?
sorry about my bad english.
thanks