Greetings!
At the end of our project cycle, we are dealing with a large amount of SkeletonAnimation objects with very simple animations, so no IK or any of the advanced usage on those. What I noticed is that our hundreds of objects get iterated twice per frame due to Update and LateUpdate calls.
In an attempt to optimize this, I renamed the LateUpdate function to something else and manually invoked it at the end of Update. As result, the simple animating objects only get traversed once. We observed noticeable improvement in cpu usage due to limited cache size on the console platform. Animations seemed identical like before, well, with our limited testing.
My question is, what are the implications of such change? What's the reason the update code is separated into two passes in the first place?
Swordtwin Studios