No this is not a problem. How the monsters are controlled (AI, Navmesh, Physics, Scripts) won't matter. All that matters are the bones. The bones of the source meshes will be shared with the combined meshes. There is a good example scene that combines some skinned mesh renderers and has buttons for adding and removing objects at runtime 'SkinnedMeshRenderer'. This video talks about special issues specific to SkinnedMeshRenderers. If your profiling indicates that the skinning and animation are expensive and monsters are often in the distance then LOD might be a good idea. If you have large mobs of monsters you might want to consider Mesh Baker LOD. One of its best features is to bake a crowd into a set of skinned meshes organized so that the close characters are high LOD and background characters are low LOD. Yes, what you describe is pretty much exactly the workflow you need. Again I would suggest, look a some of the example scripts. SceneDynamicAddingDeleting does something very similar to what you want.