CPU usage PreLateUpdate.DirectorUpdateAnimationBegin PreLateUpdate.DirectorUpdateAnimationEnd

Hi,

I have a CPU issue using Animator. I only use it for small or UI objects, with no sprite modification, no root motion (it still appears in profiler). Generally it’s only for changing the state of an objet (the animators are always stuck in on state exept on particular event that will trigger an animation that will enable some components or change the alpha of some sprites).

Here I have an exemple with 7 very simple animators. It cost 0.17ms (DirectorUpdateAnimationBegin )+ 0.15ms (DirectorUpdateAnimationEnd) on PC, and it’s 3 times that values on consoles ( 1.5 ms in total !) .

The kind of animations they are stuck in :
3268034--252311--upload_2017-10-27_10-40-9.png

The only way I found is to remove ALL animator. If there is at least one animator this appear and cost a lot.

Do you have any tips to reduce this cost?

Thanks

It does not seem really related. The cpu problem come from Animator, not Particle system.

You’re still waiting for job group. I thought it might be.
Anyway I get 0.06ms on 18 complex animators. So it’s not really the kind of slowdown I care about. I can get further optimise my update calls to make the whole thing faster anytime.

you get this values with unity 5.3?

No, I use 2017.1.

So I checked with 2017.3, still the same problem.

Experiencing the same issue. Only a few animators but DirectorUpdateAnimationBegin and DirectorUpdateAnimationEnd consumes lots of CPU. Using version 2017.2.1.p2. Any news on this?

Same here… 2017.2.1f1

Same here, 2018.2.20f1

2019.1.8f1 same issue

2020.2.3f1 same issue

https://forum.unity.com/threads/how-can-i-optimize-my-animator-300-animator-compenent-3d-mobile-game.1161359/

Same