It works fine !
Thank you Mitch for the information !
And thanks spine team for binary supporting, too !
Scissor

- 2015년 7월 3일
- 2015년 7월 2일에 가입함
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#p21465This problem has bothering me several months, is there a good solution yet? :think: :think: :think:
Thank you!- 수정됨