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Does disabling an object with skinned mesh cause it to reduce processing power?

Discussion in 'Scripting' started by Disastercake, Sep 15, 2012.

  1. Disastercake

    Disastercake

    Joined:
    Apr 7, 2012
    Posts:
    317
    In my game, Soul Saga, I am trying to determine if it is a good or bad idea to instantiate game objects with every single mesh attached to them.

    The characters will have different mesh variations for things like clothing, hair ,etc, but only a few need to be shown at a time. I am considering instantiating the characters with every possible mesh on them, and then disabling those game objects with the meshes that don't need to be seen.

    The stats window shows that it definitely reduces graphics rendering, but I'm not sure how to test if it clears up the processing power required to keep track of the mesh during the animations (since animations will continue to play).

    Does anyone know if it could possibly be very inefficient to hide things like hair style or clothing meshes if the character is not using it at that moment? Is it worth the time to complicate the code to instantiate these objects and then re-apply their bones, etc?