The way I have been grabbing the skeleton data is by creating a [Serializefield] SkeletonAnimation _skeletonAnimation. And then dragging in the inspector the skeletonanimation script. Afterwards I set the state of the animation during every attack calculation. I read the profiler and the collision detection i believe is the culprit as the physics 2d updates are sky high. I set up a lot of little bones as projectile catchers that use bounding boxes. The boudnign boxes use polygon colliders where are a lot more costly then say a box collider 2d. I am going to try to switch to all box colliders and see how much the collision detection suffers vs performance increases.
Tim
I just switched my entire skeleton off of polygon colliders to box colliders and capsule colliders to reduce the overhead cost of the physics updates overhead cost. The issue I have now is this error: ArgumentNullException: animation cannot be null. Parameter name: animation.
It seems that everytime I post about an issue I have I seem to solve it quickly. I moved the animation states from awake to start on the child object and it fixed the issue. It was working in awake before even though I do remember reading that animation states should be found in start as the object is typically not created in awake yet.
Tim
I have not changed anything in my code in regards to my animations so I am not sure what is happening here.