https://docs.unity3d.com/550/Documentation/Manual/ModelingOptimizedCharacters.html
"Use a single skinned Mesh Renderer
You should use only a single skinned Mesh Renderer for each character. Unity optimizes animation using visibility culling and bounding volume updates and these optimizations are only activated if you use one **Animation component** and one skinned Mesh Renderer in conjunction. The rendering time for a model could roughly double as a result of using two skinned meshes in place of a single mesh and there is seldom any practical advantage in using multiple meshes."
1. This mentions "Animation component", which is legacy. **Does this statement still apply for the newer Animator component?**
2. I have a hair shader which requires another UV coordinate, it could be appealing to separate the hair mesh from the body to save some vertex data in the body. **Still combining the hair and the body will be more efficient?**
Thanks!
↧