Thanks for posting the additional info. In general, the skeleton metrics values are all on the high side, which however might be justified depending on your scene setup, having only three skeletons visible. Obviously it would always help to reduce the vertex, bone, constraint, etc. counts, and especially avoiding using clipping polygons.
FYI: There is also a section on performance recommendations on the spine-unity documentation page here:
https://esotericsoftware.com/spine-unity#Performance
ExNull-Tyelor Opponent:
Please note that the opponent skeleton is using a clipping polygon, and also has a high vertex count of 1900 vertices. So if the clipping polygon could be avoided, this would be much recommended as mentioned in the documentation. You could have a quick try whether disabling clipping at the opponent SkeletonAnimation
component improves the situation by changing the Inspector to Debug mode and at the SkeletonAnimation
component disabling Use Clipping
. (Afterwards you can change the Inspector back to normal mode of course).
Please also be sure to measure FPS and general timings with Deep profile
setting disabled and with release builds, otherwise profiler augmentations might distort the actual timings.