Experimenting with throttling animator updates by screen space of characters
Added a Burst loop that calculates the screens space of every player model
Player Model then uses that to manually evaluate, so if a model takes up less than 30% of screen it's at 60fps, less than 15% it's 30fps
It's functional, but performance is currently worse because under the hood Unity schedules it's animators across worker threads and this moves it to the main thread