Can SpriteSkin.LateUpdate be optimized with Jobs?

I have many 2d SpriteSkins in my scene (RTS game).
Every character has the same sprite. The sprite has 4 bones and 7 vertices.
Deep profiler tells me SpriteSkin.LateUpdate is my biggest worry. I understand it already uses the Job system.

My sprite texture is 128.

What else can I do to improve performance?

Same problem here, did you find a solution to this problem ?

I join the question, I have the same headache.

You can use something called gpu skinning but you would need a shader for that.

You can gain a performance boost by enabling Burst & Collections.

See here: https://docs.unity3d.com/Packages/com.unity.2d.animation@5.0/manual/index.html#optional-performance-boost

2 Likes

Dude, thank you so much! I’m already desperate! For 3 months I was looking for something that would give this effect, I found self-made methods of computing on the GPU, but this was not applicable in my case (or I just didn’t understand it well enough). FPS has grown almost 2 times. Thanks again.

1 Like