lxw 这时性能截图,当多个Spine在场景里,他们没有合批,而且他们的SkeletonAnimation的Updata和LataUpdata很耗时
If all your Spine skeleton animation and mesh updates for 72 skeletons take up 0.73 and 0.48 milliseconds, why do you consider this bad? This would result in a theoretical framerate of 826 fps. Every skeleton will be animated, unless you skip updates as Spinebot mentioned above. There is an example scene Spine Examples/Other Examples/FixedTimestepUpdates
which shows how to update every N frames.
Regarding batching: If your skeletons are not batched, this is likely your main problem if you see a bad framerate. Are you perhaps using Universal Render Pipeline (URP)? If not and your skeletons are not batched, you may have too many vertices for Unity's dynamic batcher limits of 900 vertex attributes / 300 vertices (see the documentation here).
In general please see the FAQ on performance:
https://zh.esotericsoftware.com/spine-unity#%E6%80%A7%E8%83%BD%E9%97%AE%E9%A2%98
3.8 is already several years old. If you need the RenderExistingMesh
example component, you should still be able to integrate it from a newer spine-unity runtime like 4.2 into your 3.8 project.