Inefficient Job System usage with many Animators?

In the following screenshot of the Unity Profiler’s Timeline view, you can see that despite having many cores on my CPU, the job system is not being well utilized here. I have 32 animators in this scene, with only 10 job workers being utilized. I have 22 job workers available, on this system.

Is there some internal job batch size I can change, to further utilize the Job System with Animation Rigging?

This is with Unity 2020.1.8, on Animation Rigging 0.3.4-preview (the latest available to me).

6950690--817742--upload_2021-3-18_16-58-31.png

Hi,

This should be fixed in newer versions of Unity (starting from 2020.2 and up).

Unfortunately, there is no internal property you can tweak to change how jobs are scheduled in the Animator. You’ll need to update your version for that.