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Question by Manco Capac · Jun 02, 2015 at 05:50 PM · androidperformanceverticesskinnedmeshrenderer

Skinned mesh increasing vertex count.

I have a human character, made in blender and it shows 2000 vertices. My scene shows 3.1K vertices in the game stats with the skinned mesh renderer for the character OFF. With the skinned mesh ON it becomes 10.9K. If i use a mesh renderer, the vertex count is 7K.

The mesh count doubles that shown in Blender probably because of the UV map (not sure), but why does the skinned mesh renderer insanely increase vertices? Running on android, the game runs very slow at times because of this.

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avatar image _dns_ · Jun 02, 2015 at 08:15 PM 0
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Hi, yes, the UVs may force some vertex duplication. I didn't check this, but could bones weights also duplicate vertices ? What if you reduce the number of bones that influence each vertex ? (I guess limit to 2 bones per vertex is better for mobile). Also, the stats window shows the vertices rendered = if the mesh casts & receive shadows, it will be rendered multiple times to do so.

avatar image Manco Capac · Jun 04, 2015 at 10:04 AM 0
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I didnt have multiple bones affecting one vertex. So this did not cause a difference in anything. The mesh does not cast or receive a shadow.

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