• Runtimes
  • Hidden skins and performance question

I have a question about how Spine runtimes handle skins that are not visible. My characters have different outfits and they don't usually match the arms/legs/body of the other outfits, so they don't share meshes.

My question is, does the runtime calculate the transformation of the meshes even when the skin is currently disabled? They share the bones, but not the meshes, so I was thinking that maybe I could have a bit of a performance problems in my hands as I keep adding costumes to the characters.

Thank you.

Related Discussions
...

At runtime the skeleton has slots and each slot has one attachment or none. Calculations are only done for attachments in the slots. A skin is just a map of "skin placeholder name" to "actual attachment to use". The skin is only used when the visible attachments change: to find a new attachment so it can be set on a slot. You can have any number of skins without affecting performance.

Thank you very much!