- Home /
Is it bad to have many mesh renders?
I have a robotic character that I've modeled in blender and have found that there are two ways of rigging it. I can either join all the meshes into a single mesh and then parent it to the Armature, or I can leave it separated and parent each object to its corresponding bone. The latter is a much easier approach because then I don't have to set the weights for each bone/mesh. I've noticed however, that if I import it into unity with the latter method, then each mesh gets its own skinned mesh renderer component whereas if it's all one large mesh, then there is only a single mesh renderer component. I was wondering if it's okay to have the many rather than just the one? Thanks!
You could use the profiler to check how much the performance is influenced.
Answer by lupaczyk · Oct 25, 2017 at 12:04 PM
Can't import normals, because mesh 'default' doesn't have it.
Sorry, but this answer doesn't answer the question. If you want to ask a question your should Ask a Question. If you ask a question it should be more detailed than this single sentence.
Your answer
Follow this Question
Related Questions
Mesh starts blurring when my position exceeds 60 000 units away from centre of world position 1 Answer
Objects Not Visible In Low End Computer. (Shader Error) 1 Answer
How can I completley remove ambient occlusion between two static objects. 0 Answers
Which of these meshes is more efficient? 1 Answer
Strange Relationship Between Armature and Mesh Rendering Game Object 0 Answers