Animator destroying performance.

SOSolacex

Member
Hey.
Up until a few days ago, out of nowhere my performance suddenly imploded.
I have no clue why this happened.

The profiler shows UltimateChracterLocomation.OnAnimatorMove() having 416 calls and uses like 130 ms.
I don't have that many characters on the scene either.

Update mode of all the animators is normal, and culling mode is Cull Update Transforms.

The characters are all using FixedUpdate.

Now in the kinematic manager, I turned on auto-sync transforms. Which helped a lot
But for only like 10 characters, I am still having 200+ calls and a high CPU usage, which seems weird to me.
 
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I would try using Update instead of FixedUpdate. It sounds like something is causing extra CPU work and OnAnimatorMove is being scheduled multiple times in a single frame because you are CPU bound.
 
Unfortunately, there's hardly any difference.
I'll try to do some more investigating, but if you've got any more ideas, let me know.
 
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