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Question by HH_M2tM · Apr 03, 2014 at 02:15 AM · meshassetmodelsaveserialize

Fastest Way To Save/Load a SkinnedMeshRenderer at Runtime

I wrote a character editor for Unity. The eyes, hair, nose, mouth, ears, head, hair, body, hands, legs, and feet are all swappable parts.

I am currently loading each part as a separate SkinnedMeshRenderer, attaching them to a shared skeleton with animations, and then pushing the resulting meshes to MeshBaker 2 which combines the meshes into a single draw call to help with runtime performance.

This takes 97 milliseconds to instantiate the skeleton prefab, attach the parts, and then bake the meshes on PC. We are planning on releasing on iOS and Android though, so that's not really representative of the final performance.

What I really want to be able to do is save the resulting mesh so I can load it in one chunk later. Ideally saving the whole skeleton and object representation, but I'd be happy getting the mesh and then hooking up the sharedMaterials and the skeleton manually as well.

Is there a good way of dumping the mesh to an asset bundle, or proprietary binary blob at runtime and loading it more quickly than the existing Mesh combining and baking process? We are open to using a package to do so if it works and is fast. Loading fast is more important than generating fast, however.

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avatar image PedroCoriAG · Apr 26, 2017 at 09:28 PM 0
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Did you ever figure out a way to do this? I'm currently looking to do something similar and was wondering what you came up with.

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