Hello,
I’m currently developing monsters and player characters using visually appealing Spine animations for a game inspired by Vampire Survivors.
Due to the nature of the genre, one of the most critical elements is the satisfaction of defeating large numbers of enemies. To achieve this, we need to spawn a substantial number of game objects, and are therefore conducting stress tests to determine how many can be handled simultaneously.
Our current target is to maintain a stable 60 FPS with 600 monsters on screen during basic combat scenarios. However, profiling has shown that the more Spine objects we create, the heavier the processing load becomes during the Update and LateUpdate phases.
In our stress test environment, only basic features such as player tracking and attacks using Rigidbody and Collider are active. Despite this, the build currently runs at around 40 FPS. We expect further performance demands as we continue developing new skills and adding projectile mechanics for monsters.
Currently, Physics 2D accounts for about 30% of the load, and we’re actively working on optimizing that. And, we’ve also observed that SkeletonAnimation's Update and LateUpdate combined take up roughly 40%, so we thought need to optimize this also.
I would like to ask if there are any recommended strategies or best practices for optimizing Spine's runtime performance—especially regarding SkeletonAnimation's Update and LateUpdate—to improve our overall performance.
Thank you for your time and support.

