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Question by MiningShark · Feb 21 at 06:16 PM · performance optimizationclothing

Optimized enemy clothing spawning

If I had randomly generated enemies on spawn, and they spawn relatively constantly, would it be bad for performance to have maybe 5 clothing gameobjects, "Shirt, Jacket, Pants, Shoes, Hat" childed to them, then switch out the meshes to be the specific clothing item I want? I've previously considered either having all of the clothing variants childed but inactive, but there would be hundreds of those objects all inactive which seems like wasted performance and it'd be very disorganized, another method would be to instantiate the specific clothing, but that would potentially not work and also instantiating that many seems a lot worse than just swapping meshes. What method is best or is there one I'm not thinking of?

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