So, completely new to using Spine and hoping someone can tell me if this setup makes sense ... I have this little guy, each of the 6 legs rotate as he walks, the antennae wiggle, the body squishes, the shadow scales smaller as he jumps up.
11 bones total, walk/attack/death animations have 40 keys, 12 timelines each. Does that all sound/look 'normal'?
Also - I'm using the SkeletonAnimation component, have 'Use Single Submesh' and 'Immutable Triangles' checked, tried enabling GPU instancing. Stress testing using this setup in Unity with 1500 of these bugs running around the place it's incurring 1.5x the frame time penalty vs. using the traditional Unity Animator.
Frankly, I was surprised it was that close but is this just an inevitable price to pay for the added benefits? Or, is there any way to make a simple Spine animation setup as fast as the Unity default without baking it?