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Can SpriteSkin.LateUpdate be optimized with Jobs?

Discussion in 'Entity Component System' started by killakiwi, Oct 10, 2018.

  1. killakiwi

    killakiwi

    Joined:
    Sep 5, 2013
    Posts:
    21
    I have many 2d SpriteSkins in my scene (RTS game).
    Every character has the same sprite. The sprite has 4 bones and 7 vertices.
    Deep profiler tells me SpriteSkin.LateUpdate is my biggest worry. I understand it already uses the Job system.

    My sprite texture is 128.

    What else can I do to improve performance?
     
  2. AlphaDreams

    AlphaDreams

    Joined:
    Jan 21, 2015
    Posts:
    30
    Same problem here, did you find a solution to this problem ?
     
  3. RunningStone

    RunningStone

    Joined:
    Oct 18, 2020
    Posts:
    16
    I join the question, I have the same headache.
     
  4. Krajca

    Krajca

    Joined:
    May 6, 2014
    Posts:
    347
    You can use something called gpu skinning but you would need a shader for that.
     
  5. Lo-renzo

    Lo-renzo

    Joined:
    Apr 8, 2018
    Posts:
    1,319
    RunningStone and apkdev like this.
  6. RunningStone

    RunningStone

    Joined:
    Oct 18, 2020
    Posts:
    16
    Dude, thank you so much! I'm already desperate! For 3 months I was looking for something that would give this effect, I found self-made methods of computing on the GPU, but this was not applicable in my case (or I just didn't understand it well enough). FPS has grown almost 2 times. Thanks again.
     
    apkdev likes this.