• RuntimesUnity
  • Could Change the SpineAnimation Update low-level to 30FPS?

Greeting,
I'm developing our game on Unity 2021.3.45f1 with spine rumtime 4.1.
I struggle to maintance our game keep 60 FPS, many ways have add. There're sometimes huge amount of enemies will show on the screen. So I want to learn Guilty Gear Strive render objes anime with 30FPS, but game run at 60FPS.

I wonder did it will optimize our game and improve the FPS if I change the code about spine update with 30FPS?
I have test a sample collected all the spine objects(20 enemies) at scene, change them to update by manual, just set the 0.5s update once.
But it seems the FPS wans't influence at all?
Does something I missing? Or I remember I have saw a theme they said the spine still render and work with the game FPS.

Best regard,
Gwen

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    To achieve a 30 FPS update rate for your Spine animations while maintaining a 60 FPS game frame rate, you can reduce the frequency of updates for your Spine skeletons. This can be done by updating the skeletons every other frame or using a fixed timestep update approach. In Unity, you can use the SkeletonAnimationFixedTimestep component, as demonstrated in the example scene Spine Examples/Other Examples/FixedTimestepUpdates, to control the update frequency of your animations. This approach should help reduce the CPU load by decreasing the number of updates per second for your Spine animations, potentially improving overall game performance.

    However, if you have already implemented a manual update system and haven't seen a performance improvement, it might be due to other factors such as the complexity of your skeletons or the number of draw calls. Ensure that your manual update system is correctly implemented and that you are not inadvertently updating the animations more frequently than intended. Additionally, consider profiling your game to identify other potential performance bottlenecks.