Hello Everyone,
We've been happily using Spine for UI animations in our mobile game project for a while. However, we recently discovered some performance issues related to our Spine usage. Due to these issues, our FPS on Android has started dropping below 60 on some test devices, and we're concerned that adding more Spine animations as we develop the game further will worsen the FPS drops.
When we remove Spine animations from UI prefabs and build the project, our FPS nearly doubles. This strongly suggests that the issue is related to how we're using Spine.
The main problem we're facing is that Spine animations seem to impact performance even when they are not being rendered at the time and their GameObjects are set to inactive. Even when no Spine animations are visibly active on the screen, they still affect performance.
We are using Spine 4.1
We've set "Update When Invisible" to "Nothing".
By default, no animation is selected.
We are using Linear Color Space and have configured the project to match Straight Alpha export settings.
Despite some of our Spine animations having no additive materials and using a single texture, we receive warnings that we need to enable the Multiple Canvas setting. We've enabled this where necessary.
Raycasts are disabled for all animations.
Due to certain constraints, I can't share project files or example visuals, but I can provide any specific settings you may need. Has anyone encountered similar issues and found a solution? Any recommendations would be greatly appreciated!