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What's the right way to do skinned mesh replacement at runtime?
What I am trying to do is to replace a skinned mesh with another that comes from different fbx file, and they share the same rig.
It seems there's 2 options,
Either I just copy bone transform references from old skin to new one, that means these two meshes should depend on exactly same bone list with exactly same order;
or I can find all bones in character hierarchy one by one with bone names for new skin, but that means lots of performance lost because I have to leave the "Optimize Game Object" option unchecked.
Do I misunderstand anything here? Any chance somehow I can get bone transforms with "Optimize Game Object" checked? I'm sure bone transforms are still there, just need a way to get them.
any comment will be really appreciated :)
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