Search Unity

  1. Unity 6 Preview is now available. To find out what's new, have a look at our Unity 6 Preview blog post.
    Dismiss Notice
  2. Unity is excited to announce that we will be collaborating with TheXPlace for a summer game jam from June 13 - June 19. Learn more.
    Dismiss Notice

Question Performance Optimization per large numbers instances, Blendshapes in animations VS Bone-based rigs?

Discussion in 'Animation' started by retired_unity_saga, Dec 22, 2022.

  1. retired_unity_saga


    Sep 17, 2016
    I have been trying to get an answer to this,

    but, in Unity, what uses more resources (CPU/GPU), facial animations/animations making use of Blendshapes or Bone-based rigging+skinning?

    I am trying to save on CPU usage, but I am also just wondering what Unity says themselves about what we should use when trying to cut down on resources, like whats prefered.

    I also realize some assets can make use of vertex animations, I was wondering about that as well.