FFD is not the issue since we did a test without any of them. At first there were 36 meshes in the scene controlled with 3 bones.
We also tried to delete 80 bones and export one skin, cut down on the number of animations, cut down the number of different skins. But we got more or less about the same result as before. We figured out that the problem might be that the processor runs through the script every time for every skeleton out of 64.
As our programmer tells us: The following methods use 80% of CPU time:
SkeletonRenderer.LateUpdate()
SkeletonAnimation.Update()
We are faced with a dilemma:
- either we render out the sprites so the game weights about 200 MB (which is not acceptable, we would have to cut down on animations or fps)
- or we could publish a game that is laggy.
I'm an animator and this is kinda baffling to me since other match 3 games weight about 50 MB with a huge number of instanced characters in one scene(about 81 or more), where each character has about 3 idle animations and one or two acts of exploding. Tons of particle effects, the drop in animation of every new instanced character.