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skinned vs segmented mesh performance on hololens

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Our Hololens app has a simple scene comprised of the controls of an airplane cockpit. -1 Geometry Mesh ~100,000 tris -1 Material using 8k texture
For this sprint they want certain switches and gauges to be interactive.
**Which would perform better:**
-Skinning the 5-10 interactive switches to joints (1 bone influence each), leaving the entire mesh as one fbx with some new joints -Breaking the interactive switches apart into new, separate fbxs each with their own pivot (no skinning involved) then using dynamic and static batching for the moving/non-moving parts, respectively.
There won't be 'animations', per se, the coders will probably just move the switches via script.
Thanks, Adam

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