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Combining skinned meshes(skeletal animation) questions

Discussion in 'Animation' started by Ferakp, Sep 13, 2014.

  1. Ferakp

    Ferakp

    Joined:
    Sep 13, 2014
    Posts:
    2
    Hi guys,

    I would like to ask some basic questions about combining skinned meshes. Just basic questions.
    I have 6 different type of characters and they all use same textures(texture atlas).
    My game is something like online multiplayer FPS.
    There could be places in the game world where player could interact with over 30 other character which are controlled by the server.
    I can can make method which make 30 character and update them continuously but it will also increase drawcalls by 30 more so game will lag.
    I am trying to find a way to combine them all together(meshes) for reducing drawcalls.

    Questions:

    http://wiki.unity3d.com/index.php?title=SkinnedMeshCombiner combine all meshes together but is it working during runtime, for example, could I remove character mesh or add more characters during runtime? If it is not possible is there any other script or way to do that?

    Can I play different animations for different characters at sametime? For example character 1 will play sleep animation, character 2 will play idle animation and character 3 will run..

    Every character has a collider, will they stay around mesh after I have combined all characters together?

    Can I transform all characters separately(inside game world) after their meshes have been combined?

    Thanks for answering and please don't answer if you are talking about mesh baker.