Have noticed in the latest version of the Unity runtime that it now costs something like a drawcall per quad you have associated with the animation. I reckon this is due to the introduction of submeshes in SkeletonComponent.cs but really not sure. This should obviously not be the case, it used to be that we would get a draw call per material used, so 1 drawcall for spineboy rather than 11. Obviously this performance decrease would only allow two characters or so on screen on a mobile device. Can you advise whether this is a bug or not? It seems like a ridiculous performance cost for rendering quads?
Kind regards,
Robert
[Have included a picture of a super basic scene, 1 spineboy animation, 1 camera and 11 drawcalls for 17 quads

[EDIT : Also should mention that the example uses the two standard atlases provided in the examples folder to render SpineBoy, not sure if this could be cause, as in a multi atlas issue? Or it could just be a super cool Unity sub-mesh issue?]