Harald Harald, thank you so much for your response, and I apologize for my late reply. I was only recently able to gather the necessary information. The images I’ll share will have a lot of unnecessary censorship, but unfortunately, that’s the only way I’m allowed to share them.
It’s highly likely that we’re making a fundamental mistake in our project, which is causing us to experience performance drops to around 40-50 FPS due to our Spine usage. When we first started using Spine last year, the developer that set up the necessary infrastructure for the artists left few months ago, leaving some unanswered questions within the team. Since this was how the setup originally started, unfortunately, we’ve continued adding to it in the same way up until now.
Some key details:
We’re using Unity 2022.3.21f1.
Our Spine version is 4.1.
We’re working with Linear Color Space.
Harald I assume that you're using SkeletonGraphic when you're describing "Spine for UI animations", is this correct?
- Yes, we are using SkeletonGraphic.
Harald Are you sure that you mean that you've disabled the whole skeleton GameObject?
Unfortunately, instead of disabling the entire GameObject for inactive popups, we’ve been setting the Canvas's SetActive to false. Would you recommend disabling the entire GameObject instead of just the Canvas, or would our current approach yield the same result?
Additionally, we’ve been using a custom script written by our former developer to play Spine animations. This script determines which animation to play and whether it should loop. Do you have any thoughts or suggestions regarding this short piece of code?
Using this script, we bind the animation this way. We trigger the animation on On Open Started and complete it on On Close Completed.


Since we suspect that we're misusing something fundamental, I’m sharing a few images of our implementation. In the Spine example I provided, we used an additive material, which required us to enable Multiple Canvas. Here are our settings inside SkeletonGraphic:


When imported into the project, our sprite and the generated materials appear as follows:




I hope the information I’ve shared—within my limits—helps clarify the issue we’re facing. Apologies again for the delayed response, and thank you for your insights!