Hi!
Let me introduce into my problem. When I instantiate skeleton data in Unity 5.3.5 as mecanim everything works great but when I look into profiler something cause GC Alloc. Deep profile shows me: Animator.GetCurrentAnimatorClipInfo() 96 B and Animator.GetNextAnimatorClipInfo() 80 B every frame.
I look into code in SkeletonAnimator.Update() and I thing problem is that It creates new array of struct data.
int layerCount = animator.layerCount;
...
for (int i = 0; i < layerCount; i++) {
...
var clipInfo = animator.GetCurrentAnimatorClipInfo(i);
var nextClipInfo = animator.GetNextAnimatorClipInfo(i);
...
}
Please help. Is there any alternative without memory allocation every frame? How to fix it?