Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.

Do more animations on a animator affect performance?

Discussion in 'Animation' started by LightVelox, May 30, 2020.

  1. LightVelox


    Aug 9, 2015
    I'm currently working on a open source game about space station roleplay, i'm not really knowledgeable about animations so i'm curious weather i should play animations dynamically via script or if it's better to just have all of them in the animator, the pro of the former is that i can code a system to use only like 5 animation states for all possible animations, but i'll need to find a good way to network that for everyone, the pro of the last is that i don't need to do anything, the network will automatically network any animation state to other players, my problem is that i have no idea weather or not it can have a impact on performance, i'm asking that cause since it's a open source game it's possible to have like 1000 animations in a near future or something, so i need to think a little bit ahead, so my questions is:
    Will having thousands of animation states on a single animator affect performance? more cpu usage, ram usage?, Is it better to have a custom system that play animations called on script? (dynamically changing the animationState.clip)