Hello friends (:
I am building a multiplayer game on Unity and ran into a CPU bottlenecking issue.
My game server needs to have about minimum 1000 concurrent instances of Spine2D animated monsters roaming the world.
However, My humble little instance hit 100% CPU usage at 140 monsters, far below minimum requirements.
I had innitially assumed that I could simply disable animations on server side, but after testing and reading documentation (e.g. this link:),
I discovered that "Computing a bone's world transform uses the CPU", and I assume this compute happens regardless of animation state.
I am unable to completely remove the spine SkeletonAnimation component from the server side object because the SkeletonAnimation/skeleton data asset does fire events that we use to send out remote procedure calls to clients.
QUESTION:
Is there a way to seperate the timeline information/element of the skeletonAnimation from the skeleton itself, so that I can just get access to the timeline and events information?
If not, is there a way to completely disable a SkeletonAnimation and all its bones from be computed by Unity?
If not, are there any potential solutions that yall suggest?
Thank you so much in advance (: