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Question by Regent2203 · Oct 14, 2017 at 11:37 AM · animation2d sprites2d animationcpu usage

[2D] Unity Animation and CPU usage of EXE. Best way to do?

I am doing a simple 2D game. I want to make sprite animation for player gameobject.

Let's say that player will have one looped animation consisting of 4 frames. Let's say that player consists of 6 parts: Head, Body, R_leg, L_leg, R_arm, L_arm.

I see two major ways to make sprite animation:

way#1) I use "Animation" Window in Unity. I import all parts of player (6 small png images), and do all the hard work, with keyframes and timelines, in Unity Animation Window.

way#2) I do all the hard work outside of Unity. I draw 4 keyframes myself in any image editor (or in a program like Spriter). I import them in Unity (as one spritesheet-file, or as 4 png images), and easily turn them into animation.

The question is: are both ways equal in term of cpu usage/speed for the final game, or not?

For way#1, I see it like that.

a) Either Unity, when compiles project into EXE, renders all keyframes of your animation into png-files, and these png-files are put into data-folder of your game, Thus in the end it works like way#2, so both ways are equal.

b) or Unity doesn't do anything like that, and game EXE will still use those parts of player. So, Unity just puts "images of player parts" into data-folder of your game, and all the animations (transformations/rotations) are done real-time... this even sounds awful, it will eat so much of your CPU (unlike way#2).

So, tell me, is Unity clever enough to render animations (so, both ways #1 and #2 are equal), or things are really bad? (I am ready to use "Sprites and bones" and "UnityAnimationToPng" script)

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