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Question by ivanisavich · Jun 29, 2011 at 07:37 PM · slowoptimizeskinned mesh

MeshSkinning.Update bottleneck

I've got some skinned meshes in my game and I've noticed a performance hit in the profiler for a MeshSkinning.Update function which runs each frame.

Is there a way to optimize things so that MeshSkinning.Update runs faster? My skinned meshes already have a minimal number of bones, verts and bone influences(1).

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avatar image Peter G · Jun 29, 2011 at 07:46 PM 0
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An interesting thread, probably won't help you much, but its makes some interesting points:

http://forum.unity3d.com/threads/25257-skinnedmesh-performance

avatar image Graham-Dunnett ♦♦ · Jun 30, 2011 at 10:59 AM 0
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$$anonymous$$eshSkinning is already optimised and will work across as many cores as possible. How many bones and verts do you have?

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Answer by Dreamora · Jul 01, 2011 at 01:07 AM

In unity 3.3 and earlier skinning runs on a single core actually and on iOS / Android it uses the VFP / Neon unit when present in addition.

For Unity 3.4 offloading to additional cores will be added according to the official blog

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avatar image teameden · Jul 29, 2011 at 07:05 AM 0
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Can anyone confirm if Unity 3.4 actually included this?

avatar image vollchecker teameden · Dec 16, 2015 at 09:19 AM 0
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Edit=>Project Settings=>Quality in Other set Blend Weights to 1

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