@Init No need to apologize, thanks for the additional information.
If SkeletonAnimation.Update()
is called 2500+ times for 100-300 skeletons, this still means that there are about 10x as many Update calls happening than necessary.
So still this question would be important to answer:
You could check from where the majority of calls is originating?
One thing you might be missing, if you're having lots of skeletons outside the screen which need no animation or mesh updates:
Please be sure to set Advanced - Update When Invisible
mode at the SkeletonAnimation
component to something else than Full Update
, otherwise you will perform a full update for each off-screen skeleton even though nothing is visible. You could e.g. set it to Only Animation Status
or Only Event Timelines
if you need some events from the animation to still trigger at precise timepoints.
Init 最关键的一点是我的动画是帧动画而非骨骼动画, 这可能是出现问题的原因....
The most important point is that my animation is frame animation rather than skeleton animation, which may be the reason for the problem...
No, this does not matter, there is no difference in how many times SkeletonAnimation.Update
would be called.