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Question by Aeridis · Aug 11, 2019 at 03:40 PM · mobiletexturestransparencymodelsmobileoptimization

Mobile Optimization: Transparent Textures vs Different Meshes

I am making my first game with Unity and it'll be a dress up game for Android devices. I'm currently working on the art assets but I was unsure on how exactly to go about doing the clothing.

My first thought was to use a single mesh for each clothing type, then use transparent textures, or a clipping mask, to change the length of the clothing (for example, a shirt with a texture for long-sleeves, another for short sleeves and a texture with no sleeves), but I've read somewhere that using too many transparent textures can take a chunk out of your performance. Then I thought to use different meshes for the different articles of clothing, but that might make the game file larger and I want to keep the size as small as possible for mobile phones.

So my question is, do transparent textures affect performance enough that modeling each clothing size would be better? Or is the game size more worrying that transparency would be better? I don't know how many characters will be on screen at the same time (my current ideas lead me to only 6, but things might change while I'm developing it), I just want to make sure I'm using the best practices.

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