It seems like Animator.Initialize loads the animation data when a prefab is instantiated or something. In any case, some huge processing happens when a prefab is first instantiated, NOT when the prefab is first loaded (via. Resource.Load or something). This is bad, since this means a gigantic one-time hitch when we first instantiate the object. We’re making an open world game, so we’d like to async-load prefabs as we need them, and ideally the async-load would load everything including textures, animations, etc. But it seems like animations are not loaded at that time. is this true? What else could be the issue?
Looks like I was able to fix our problem… The spawning code was using the pool manager to spawn it, but we were using a new prefab that was not put into the pool, so poolmanager was having to instantiate it at during game play. For some reason this was causing a 1000ms hiccup, where, for whatever reason, pre-loading it with the pool manager at game start does not cause the same issue.
Hello guys! I’m currently facing this problem but I’m not spawning any objects on the scene, I’m just activating and deactivating the objects that are children of the player object. Do you have any suggestions on how I could solve this?