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Question by s4vi0r · Aug 02, 2012 at 10:17 PM · characterskinnedmeshrenderersharedmesh

What is the best approach of loading tons of characters of the same rig?

Hey everyone,

I'm working on a project where we have a large amount of characters that all use the same base rig. Every character will be playable.

I'm looking for path of least resistance when it comes to updating prefab(s) later and I have two options in mind.

  1. When starting the game procedurally change the sharedMesh. Been working on this way but it's tough because I think the bone indexes are different between the fbx(s) and I'm not sure how to remap them.

  2. Have one fbx that contains all the models as separate skinned mesh renderers, then enable/disable for whatever character is needed. Have done this but not sure if there is a performance impact when I get up to say 100 characters in the same fbx.

  3. Open for suggestions

These are pretty complex realistic characters with a lot of overhead for creating each one. They are used for realistic multiplayer military sims.

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Answer by BurningThumb · Aug 03, 2012 at 02:14 AM

Yes, the easiest way is to put all your meshes in one file, with a single skeleton. To create the prefabs, drag the source file into the scene, and delete all the meshes not associated with the character in question, thn name the item in the scene to the desied prefab name, and drag it back to the prject view to create the prefab. When the source file is updates, provided the internal meshes and bones do not change names, all the references in the prefabs will be preserved.

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