In our game, the 12 spine animations use up most of our performance in our home screen, very noticeable on Android. What our artist did was using one spine along with one atlas, differentiating by animation.
Does this approach make sense or does it increase the amount of work because every instance calculates all bones, being part of a currently running animation or not?
How do we profile what exactly the problem is? Is there a spine profiler? Do we have to use the Unity profile window to see which code path takes the longest?
The deep profiler shows this and it seems like we need to split the animations, using a single atlas still, am I right?
P.S.: I was searching the esoteric page for something related to performance optimizations and could find nothing but forum threads. A one pager would be nice