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I am working on a project where I am a programmer. I am working with another animator, but I found that two out of the ten animations he sent me consume a significant amount of performance. If there are too many instances in the scene, the frames will drop severely. However, the other animations he gave me do not. But I don't know much about the production of spine animation, and he is only good at creating various powerful animation effects. We don't know much about how spine animation can improve performance. Maybe because he only does animation, he may not care about performance and can freely express himself. I want to know how I can tell him how to make this animation not take up a lot of performance.

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    To optimize Spine animations for better performance, you can guide your animator with several strategies. First, ensure that the skeletons are not overly complex; reducing the number of bones and vertices can significantly decrease CPU workload. Encourage the use of the prune tool to minimize vertex transforms. Additionally, consider updating animations less frequently by using techniques like round-robin updates, where only a subset of skeletons is updated each frame. This can be particularly useful if you have many instances on screen. You can also explore using the RenderExistingMesh component in the spine-unity runtime to duplicate meshes without reanimating them. Lastly, profiling the animations to identify bottlenecks can help focus optimization efforts where they are most needed.

    You can find most of the performance tips we provide in this section of the User Guide.

    After reading through it and applying those tips to the animation you're working on, feel free to ask any further questions about performance.

    youling I want to know how I can tell him how to make this animation not take up a lot of performance.

    In addition to what Davide already said, you can look at the metrics of the problematic skeletons and set certain limits for your animator.

    Note that if he uses clipping polygons, these have the highest impact on performance. So clipping polygons shall be avoided where possible, or kept to minimum vertex count otherwise.