![]() Keep forward and inverse kinematics separate You may need to reduce the polygon count per mesh if the game has lots of characters on screen at any given time. For mobile devices, somewhere between 3 polygons per mesh will give good results, whereas for desktop platforms the ideal range is about 1500 to 4000. The number of polygons you should use depends on the quality you require and the platform you are targeting. Ideally, keep the number below thirty for mobile devices, and don’t go too far above thirty for desktop games. You can achieve very good quality on desktop platforms and fairly good quality on mobile platforms with about thirty bones. The fewer bones you use, the better the performance will be. Use as few bones as possibleĪ bone hierarchy in a typical desktop game uses somewhere between fifteen and sixty bones. However, two or three materials per character should be sufficient in almost all cases. The only reason why you might want to have more than one Material on a character is that you need to use different shaders for different parts (eg, a special shader for the eyes). You should also keep the number of Materials on each mesh as low as possible. 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. 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. You should use only a single skinned Mesh Renderer for each character. Below are some tips for designing character models to give optimal rendering speed.
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