- Modifié
SOLVED IT! :rofl:
It was using the following code to create the skeleton:
new SkeletonAnimation(_skeleData, true, _stateData);
The "true" flag I believe forces each slot to be rendered as a mesh, and thus break GPU batching!
If I use:
new SkeletonAnimation(_skeleData, false, _stateData);
It works as expected!
Silly mistake on my end that took over half a day to solve
Happy it is fixed now though!
Thank you all for the help, I hope to show you some of the Spine animations in the future!