I need to render both Spine Animations (with lots of images/moving parts/etc), and I also have static images.
This is for a top-down 2D game where everything is sorted along the y-axis (like SNES legend of zelda). Lets say I need to render 40 Spine Animations and 200 static images. I'm trying to figure out which would be more efficient:
Case 1: Make the static images as Unity "Sprites". This means every time the rendering switches from a Spine Animation (note: the spine animations will all share a single texture atlas) to a Sprite, it starts a new batch. And vice-versa when going from a Sprite to a Spine Animation.
Case 2: Make the static images as Spine Animations that simply don't move. AKA just a root bone and the single image. Now there won't be lots of batches, but would there be a lot of overhead in rendering a Spine Animation (even with only a single image) versus a simple Unity Sprite?
Thanks!