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MeshSkinning.Update bottleneck
I've got some skinned meshes in my game and I've noticed a performance hit in the profiler for a MeshSkinning.Update function which runs each frame.
Is there a way to optimize things so that MeshSkinning.Update runs faster? My skinned meshes already have a minimal number of bones, verts and bone influences(1).
An interesting thread, probably won't help you much, but its makes some interesting points:
http://forum.unity3d.com/threads/25257-skinnedmesh-performance
$$anonymous$$eshSkinning is already optimised and will work across as many cores as possible. How many bones and verts do you have?
Answer by Dreamora · Jul 01, 2011 at 01:07 AM
In unity 3.3 and earlier skinning runs on a single core actually and on iOS / Android it uses the VFP / Neon unit when present in addition.
For Unity 3.4 offloading to additional cores will be added according to the official blog
Edit=>Project Settings=>Quality in Other set Blend Weights to 1
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