Mesh and animation files

Finally, let's cover mesh and animation files. These file types are essentially large arrays of vertex and skinned bone data, and there are a variety of techniques we can apply to minimize file size, while keeping a similar, if not identical, appearance. There are also sometimes ways to lower the cost of rendering large groups of these objects through batching techniques. Let's look into a series of performance-enhancing techniques we can apply to such files.

Reducing polygon count

This is the most obvious way to gain performance, but we should never disregard it. In fact, since we cannot batch objects using Skinned Mesh Renderers, it's one of the only good ways of reducing CPU and GPU runtime overhead for animated objects. ...

Get Unity 5 Game Optimization now with the O’Reilly learning platform.

O’Reilly members experience books, live events, courses curated by job role, and more from O’Reilly and nearly 200 top publishers.