Single skinned mesh renderer with Animation component?
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."
This mentions "Animation component", which is legacy. Does this statement still apply for the newer Animator component?
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!
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