Performance on 2D only: Animator.Update

Hey guys,

My question can be a little difficult to answer, but I tried every little trick I read about it.

My game (a classic puzzle) needs to have like 600 GameObjects onScreen (purely sprites, no physics, No 3D in my game, imagine a puzzle like CandyCrush).
I did everything by the book, designed an Animator with the animation clips and the respective connections.

The thing is, most of the time, my GameObjects are Idle (which is a state in Animator that does nothing).

Problem: Animator.Update takes all the CPU (specially on mobile dropping to about 15fps) even if the Objects are there Idle, If I Spawn the same Objects with no Animator attached, I got no problem with performance, with over 100 fps.

Any ideas how can I workaround this issue?

Well I got the reply by myself. After trial and error, and a lot of days spent, I implemented a workaround where I disable the Animator for my Objects while they are in idle state.

When I change state, I wakeup the Animator for the animation.

On my deploy, got me from less than 15fps to 60+fps constant.