@linhan I'm afraid to say that this is not as easy and cleanly possible currently with threading enabled.
What is basically required is:
- Set
updateMode to UpdateMode.Nothing on frames without a fixed-timestep update.
- Restore the previous
updateMode on update frames.
- Use a cumulated delta time (
frames * frameDeltaTime) at the threaded animation update.
- Clear
requiresMeshBufferAssignmentMainThread when worker mesh generation is skipped.
While the first two items can be set more easily from an external component, items 3 and 4 require at least a subclass of SkeletonRenderer and SkeletonAnimation, which is somewhat of an unclean solution especially just for resetting requiresMeshBufferAssignmentMainThread.
We will have a look at how we can improve the situation to allow for easier threaded update-skipping. We will get back to you once we have a solution to offer.