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Using "Bake" SkeletonData - UNITY
Hi
I'm using Spine Runtimes Version 2.3 in Unity
I'm testing "Bake", because Loading SkeletonData by "json" is quite slow.
if I use "Bake", there are some restrict in making animation (etc. flip, vertex ani...~~) and my project was progressed so much, so project changed much.
But if animation data loading can be fast by using "Bake", these things not matter.
so, I want to ask about my test result.
I prepared 10 SkeletonAnimation Prefab, and 10 Unity Animator prefab baked by 10 SkeletonData.
Bake option is BakeAnimations, Bake IK and Require Receiver.
1.
In Unity Player (platform is Android) loading test
- 10 json skeletonData loading time : 5.2 sec
- 10 baked unity animator loading time : 28.1 sec
but in device build, loading test
- 10 json skeletonData loading time : 27.1 sec
- 10 baked unity animator loading time : 3.7 sec
why result is opposite? ( unity player VS device )
is this normal?
2.
drawing call problem
- json skeletonData use 1 drawcall per 1 animation data
- baked unity animator use 13 drawcall(average) per 1 animation data.
it seems that baked unity data use 1 drawcall per an activated attachment.
is there any solution or update plan these drawcall problem?
sorry about my bad english.
thanks
Don't use Baked. Use Binary.
[Unity3D]Unity3D runtime binary format loader problem
wow!! Great! i didn't know "Binary"
in device, 10 data loading time is just 1.4 sec.
Thanks a lot!!
Welcome
I will update Unity Tutorials to show binary as the best method soon. Let me know if it doesn't work in any way
Is there a way to create Binary export data from Json?
Like, I already have 100+ Json spine animations in my Unity project. Can I convert those to Binary format?
If not in Unity, maybe I can automate it via the Spine.app cmd-line?
I think you should be able to do it with Spine Command line? I don't think you can do it with just JSON
Binary, but if you still have the .spine project it should be pretty easy.
Anyway, for the future, there's almost literally no reason to use JSON anymore for Unity unless you're doing custom parsing stuff.