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Question by JuiceArt · Feb 13, 2021 at 09:13 PM · animationmeshrendererskinnedmeshrendererskin

SkinnedMeshRenderer with no animation drops FPS

Hello, I Make a web-gl game via Unity. I have a statue object - one 3D model that could take 1 of 10 STATIC poses. In total I could have up to 50 statue. Each take 1 of 10 poses and do not change it in runtime. I use skeleton-based skinned model for it. (on my GameObject I have SkinnedMeshRenderer instead of MeshRenderer).

My problem: 50 statues with SkinnedMeshRenderer works twice slower than the same statues with MeshRenderer (in a single pose) Once again I do not run animation, just programmatically modify bones as I need. So on a powerful computer FPS drops from 120 to 60, on a weak computer - from 16 to 8 .

So can I do something to let Unity know that I don't plan to use real animation. For now my plan is to load the model and skeleton separately, modify raw mesh by implementing self-made skin calculations and drop skeleton. I really hope that there is some better ways.

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