Hi, Dear Spine Time:
I use unity runtime. When I deployed the project to the iPhone XR real machine (debug mode), I found that the fps was very low. Through the profile tool, I found that SketetonGraphic.LateUpdate() occupied 22ms in one frame, resulting in a reduction to 30fps. I tried to check in the release mode and found that it can run stably at 60fps, which shows that the runtime has no performance problems under the release mode.
My question is that only I can use the profile tool to optimize the performance of the game in the debug mode, but in this mode, the running performance of SketetonGraphic.LateUpdate() is far from that of release, which will affect our work of optimizing the number of frames and energy efficiency. Is there any way to improve the running performance of the spine runtime in the debug mode?
PS: In the above scenario, there is a spine character and several UIs. Please see the attachment for spine metrics.
PS: In addition, another screenshot of the attachment is the status in the unity profile.