Hi, I posted this in Spine -> Editor but might as well try here.
I have twenty one prefabs looping the same animation, but in the profiler, GC.Collect() inside SkeletonRenderer.LateUpdate() causes a number of spikes and noticeable stuttering.
I set the animations only at the beginning, and I don't instantiate anything, and each mesh consists of one material.
I've attached some pictures to help identify what I'm working with here.
Any tips or thoughts on how to improve my performance? If I could spread the collecting over several frames or eliminate it altogether (why aren't animations getting pooled?) it would be grand.


Thanks.
EDIT: Here's me not even using animations. I set up an empty scene with 13 skeletons.

Issue fixed by editing the code in SkeletonRenderer.LateUpdate(). Basically I removed every instance where a variable was declared and used global variables instead.