Hi,
In my current game, Update() and LateUpdate() of SkeletonAnimation consumes a lot of CPU time. I need to optimize this. Set UnityEngine.Application.targetFrameRate works, but it reduced the quality of the entire game. I need a way to only reduce the call of SkeletonAnimation Update() and LateUpate(), for 30FPS, and the whole game for 60FPS. How to do this?
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llxwd008
4 months ago
- llxwd008
- Postovi: 4
Harald
If you want to reduce the number of updates of the skeleton components, please see the example scene
Spine Examples/Other Examples/FixedTimestepUpdates
. The skeletons in this scene use example components named SkeletonAnimationFixedTimestep
which demonstrate custom updates. 4 months ago
-
Harald - Postovi: 4088
llxwd008
mmmmm. Thank you, I checked the code. That's the traditional way. I wrote the same code before...Mybe it's the only way...Harald je napisao/la:If you want to reduce the number of updates of the skeleton components, please see the example sceneSpine Examples/Other Examples/FixedTimestepUpdates
. The skeletons in this scene use example components namedSkeletonAnimationFixedTimestep
which demonstrate custom updates.

4 months ago
- llxwd008
- Postovi: 4
Harald
Basically all that you can do is skip some update calls when Unity calls
Update
and LateUpdate
. BTW: when updating e.g. every second frame, make sure that some skeletons update on odd frames and some on even. I can't think of any other way currently how to achieve a reduced update count. 4 months ago
-
Harald - Postovi: 4088
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