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Question by Sych · Oct 09, 2015 at 01:57 PM · unity 52d gameanimatorperformancemobileoptimization

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?

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Answer by Sych · Oct 09, 2015 at 06:38 PM

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.

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avatar image robertono · May 25, 2016 at 05:09 PM 0
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@Sych thanks man, I'll try that. As I tested, it is critical to have more than 600 Animators in one time on hi-end PC, so some disabled Animators will increase the FPS.

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