Poor performance of DeformationManager.LateUpdate() with many skinned sprites

I am running into an issue with my game. I have made heavy usage of skinned sprites (via PSD Importer) and I am currently testing spawning 50-100 on screen at one time. I’m finding that perhaps this isn’t a good thing to do.

Up to 20 to 30 is fine, but once I get more than that on the screen, my frame rate tanks. When 80 or so are on screen, I end up getting about 15FPS - the CPU main thread taking about 80ms, and render thread about 43ms. Note, I’m making ~1500 batches, saving only 9! More on this later - please see the update at the bottom of this thread.

This is being caused (mostly) by a long running DeformationManager.LateUpdate() call.

I’ve googled this and what was being suggested seem related to the SkinnedSprite component. I’m guessing DeformationManager.LateUpdate() is responsible for deforming the sprites based on the bones. I have done some searching and found that I need to have both the burst compiler and collections packages installed for SpriteSkins to be batch, which I have both…

Now, reading the documentation on SpriteSkin, once both of these are installed, I should have a batching option enabled on the SpriteSkin component, but this is not the case. See below, I have no editable properties on SpriteSkin.

In fact, my SpriteSkin Component looks vastly different than what’s noted in the documentation (I’ve added a screen shot of what the documentation says mine should look like below.) Compared to mine (shown above), I have none of these options here…

What am I missing? Is this a problem with URP, the PSD Importer, my packages, or something else I did incorrectly?

**** Update ****
Please note, what I have found is that this seems related to the URP. When I “down-grade” to the standard renderer, it seems to batch these appropriately. The count for “Batches” and “Saved by batching” are literally reversed. Previously, it was 1500 batches and 9 saved by batching. Now it’s 10 batches and 1500 saved by batching. That said, I don’t want to have to rebuild this project in the standard renderer; that’s a pain in the butt considering how far along in the project I am. Can someone suggest a reason why this isn’t working properly with the URP?

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