Hello, I'm a Unity 3D client developer working on a 2D project using Spine.
I have some optimization questions.
Since English isn't my native language, I'm sure there are grammatical errors.
[Testing OS]
Mac M4 Max
I'm making a game that requires a lot of spine objects inside the game view.



It's a call that goes back through the Unity event, but since I downloaded it as a Git Package, it doesn't really matter.
However, I want to optimize the animations as well as the batches to use the corresponding number. In order to defend 60 frames as a basic feature, I used multi-threading for various actions such as pathfinding, but even in idle state, it takes up more than 10ms in Spine, so I have a hard time defending 16ms (60 frames).


Especially since the game behaves similarly to a top view, the movement animations are all different vertices, which is a bit of a hassle.
Since I am not familiar with Spine, I followed the manual as much as possible to set the basic options for the components, and additionally asked the designer who works on Spine to make it Binary instead of Json.
I've managed to batch a lot of these objects, but I haven't really touched the mesh part that seems to update or regenerate internally. For that game mode, I want to optimize Spine as much as possible.
Additional
Previously, physics were applied to the cat's tail.
This caused freezing when all 32 cats transitioned into their movement animations.
We've compromised by not using physics.
(If you have a solution for this, please let me know.)
I would really appreciate it if you could answer.