• Unity
  • How to only reduce the FPS of SkeletonAnimation?

Hi,
In my current game, Update() and LateUpdate() of SkeletonAnimation consumes a lot of CPU time. I need to optimize this. Set UnityEngine.Application.targetFrameRate works, but it reduced the quality of the entire game. I need a way to only reduce the call of SkeletonAnimation Update() and LateUpate(), for 30FPS, and the whole game for 60FPS. How to do this?

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If you want to reduce the number of updates of the skeleton components, please see the example scene Spine Examples/Other Examples/FixedTimestepUpdates. The skeletons in this scene use example components named SkeletonAnimationFixedTimestep which demonstrate custom updates.

Harald написал

If you want to reduce the number of updates of the skeleton components, please see the example scene Spine Examples/Other Examples/FixedTimestepUpdates. The skeletons in this scene use example components named SkeletonAnimationFixedTimestep which demonstrate custom updates.

mmmmm. Thank you, I checked the code. That's the traditional way. I wrote the same code before...Mybe it's the only way... :think:

Basically all that you can do is skip some update calls when Unity calls Update and LateUpdate. BTW: when updating e.g. every second frame, make sure that some skeletons update on odd frames and some on even. I can't think of any other way currently how to achieve a reduced update count.