First, the question:
Does the animation playback of an AnimationClip with high sample rate like (like 100-1000FPS) hurt performance, assuming I have a reasonable (like 10 or less usually) number of keyframes?
Here’s some backstory:
I’m doing 2D pixel art in Aseprite, and I’m going to write a C# UnityEditor script to make it easier to automatically import my spritesheets with AnimationClips.
One of my pixel art animations have frame durations of 0.07sec, 0.12sec, and 0.30sec.
In Unity, I’ll need to divide up the time in the AnimationClip by the GCF (Greatest Common Factor) of all of these durations. In this case, that would mean 0.01sec.
This will allow me to place keyframes in a way that can represent 0.07sec, 0.12sec, and 0.30sec exactly.
However, having each frame take 0.01sec implies that the clip’s sampling rate is 100 frames per second (FPS).
Thus, back to the question above.