While getting the framerate back up on my Mac I noticed something odd. Animator.Update was taking over 20 msec, which was weird since, like Tony Hawk, there's only one character in the whole game.
So I looked at it in some different scenes:
Turned out, the more complicated the scene, the more ms Animator.Update took. What?
Then I remembered - Unity by default (in fact, I can't figure out a way to stop it) attaches an Animator to imported meshes. I wrote a quick script to remove them ALL, added it back to the character, and now Animator.Update is back to taking almost no time at all. I'm going to have to go through and fix my prefabs, but it's a good start.
Here's the script, in case you want to do the same thing.
/*
This file is free and unencumbered software released into the public domain.
Anyone is free to copy, modify, publish, use, compile, sell, or
distribute this software, either in source code form or as a compiled
binary, for any purpose, commercial or non-commercial, and by any
means.
In jurisdictions that recognize copyright laws, the author or authors
of this software dedicate any and all copyright interest in the
software to the public domain. We make this dedication for the benefit
of the public at large and to the detriment of our heirs and
successors. We intend this dedication to be an overt act of
relinquishment in perpetuity of all present and future rights to this
software under copyright law.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
For more information, please refer to <http://unlicense.org/>
*/
using UnityEngine;
using UnityEditor;
using System.Collections;
public class RemoveComponents : ScriptableWizard
{
[MenuItem("Custom/Remove Components")]
static void CreateWizard ()
{
ScriptableWizard .DisplayWizard <RemoveComponents> ("Remove Components", "RemoveComponents");
}
void OnWizardCreate ()
{
Animator[] components = GameObject.FindSceneObjectsOfType (typeof(Animator)) as Animator[];
foreach (var component in components) {
DestroyImmediate ( component );
}
}
}