I have been debugging a problem we are seeing with our spine implementation on unity(Unity 5.6.3 and a fairly recent spine version.
We have 2 sets of spine characters made by 2 different sources. One version does not have any problems. This version has a set of body parts and animations and the body parts just move around as normal
The second set has multiple facings for an iso character where there are say 8 copies of the head for each facing. This second one is the one which exhibits the problem. When the animation is changed it appears that a big rebuilding of the spine animation happens. I have placed one of the previously mentioned(working fine) spine animations in place of this one and the problem goes away.
Does anyone know what might have been done in the creation of these spines or something in code I can do to help with this problem? I have attached a screenshot of a profile capture of where the time is being spent.
The most suspicious thing is the aprox 600k function calls in TrackEntry.HasTimeline()
I also tracked 2 seconds in profiler attributed to the skeleton animation.awake for 2 guys(so 1 second each)
I have attached the spine files as well.