I have a gameObject that’s activated via Timeline. The same gameObject is animated via Timeline as well. When the gameObject gets activated, it has a significant cost caused by Animator.SetAvatarDataSet
:
(The profiler data was collected from a Windows 64 Standalone build on an AMD Ryzen 9 3900X)
However, the Timeline Animation Track has “Apply Avatar Mask” disabled:
The animation was recorded directly inside Unity via Timeline and the Animation window. The Animator that is causing the performance spike is the one controlled by Timeline.
How can I get rid of the Avatar cost, since the animation is not using an Avatar?