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).