Scissor

  • 2015년 7월 3일
  • 2015년 7월 2일에 가입함
  • It works fine !
    Thank you Mitch for the information !
    And thanks spine team for binary supporting, too ! 😃 😃 😃

  • Pharan, thanks for your patient reply!
    I just find out that the big lag occur in ReadSkeletonData() in SkeletonJson.cs
    while deserializing json:

    public SkeletonData ReadSkeletonData ( TextReader reader ) {
    ...
    // Causing lag for larger file
    var root = Json.Deserailize( reader ) as Dictionary<String, Object>;
    ...
    }
    

    I'll try do this stuff in background to solve problem.
    Thank you! 🙂 🙂 🙂

  • I use asynchronous loading for spine datas. ( json, atlas, png ).
    But when first time creating spine, it still cause lag in SkeletonRenderer LateUpdate().
    One for about 250ms delay, 10 for 2.5 seconds delay. 😢 😢 😢

    Code snippets:

    var obj = new GameObject();
    var animation = obj.AddComponent<SkeletonAnimation>();
    animation.skeletonDataAsset = asset;
    // ... something else
    // Big lag: Call SkeletonRenderer LateUpdate()
    animation.Reset();   
    
    

    Unity Version: 4.6.0f3

    I have found that someone with the same question in this post:
    http://esotericsoftware.com/forum/Unity-SkeletonRenderer-rebuilds-everything-each-frame-4466?p=21465&hilit=lateupdate#p21465

    This problem has bothering me several months, is there a good solution yet? :think: :think: :think:
    Thank you!