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Animator.initialize Stuttering.

In our Project,We have a PoolManager to create Objects,When need GameObject,just Active/Deactive them,But if the Object have Animator Component,we active the GameObject,the Animator.Initialize use more times.how can we just deactive/active the object,but not let Animator un/initialize? AnyBody help?Thanks verymuch!!!!
before i active the Gameobject,even I set Animator.enable = false.but the Animator.initialize also run... who can help me,thankS!!!!!!
Answer by skjcul · Sep 04, 2014 at 09:23 AM
I meet the same problem before, I change the obect's Animator Culling Mode to Based On Renderer this helped, but not very useful, just a litter bit help . you can try .
Answer by JGriffith · Feb 04, 2015 at 03:19 PM
Looks like I was able to fix our problem.... The spawning code was using the pool manager to spawn it, but we were using a new prefab that was not put into the pool, so poolmanager was having to instantiate it at during game play. For some reason this was causing a 1000ms hiccup, where, for whatever reason, pre-loading it with the pool manager at game start does not cause the same issue.
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