- Изменено
SkeletonGraphic.ApplyAnimation 在低端机耗时严重
恐怕仅从这张截图中很难确定问题所在。你能不能多描述一下你的项目是如何结构的?
I'm afraid it's very difficult to determine the problem from that screenshot alone. Could you please describe more about how your project is structured?
从分析器屏幕截图中,您似乎有 3 个处于活动状态的骨架,它们在“SkeletonGraphic.Update()”中总共花费了 13.54 毫秒(28.9% 的时间)。 请注意,您似乎启用了“深度分析”,这将使数学运算的分析开销如此之大,以至于在这种情况下无法信任。 您能否禁用“深度分析”并检查使用相同骨架所花费的时间是否仍约为 14 毫秒?
如果是这样,那么请查看 spin-unity 文档页面的以下部分,了解如何避免或减少昂贵的计算:
spine-unity 运行时文档: 性能问题
From the profiler screenshot it seems you have 3 skeletons active which spend 13.54ms (28.9% of the time) in total in SkeletonGraphic.Update()
. Please note that you seem to have Deep Profiling
enabled, which will make the profiling overhead so significant on math operations that it can't be trusted in this scenario. Could you please disable Deep Profiling
and check if the time spent with the same skeletons is still approximately 14ms?
If so, then please take a look at the following section of the spine-unity documentation page on what you can do to avoid or reduce costly computations:
spine-unity 运行时文档: 性能问题
我开启了手机连接unity测试模式,但是在同等情况下,spine消耗如此之高,难道不是问题么?测试机型是 老旧机型
恐怕机器翻译无法正确翻译您的帖子。 你的意思是你禁用了“深度配置文件”并且仍然收到相同的时间值? 如果是这样,您是否查看了我在上面发布的文档页面?
I'm afraid machine translation failed to translate your posting properly. Do you mean you have disabled Deep Profile
and still receive the same time values? If so, did you check out the documentation page that I have posted above?