I have a character of 540 triangles and 3 different weapons for him, of 80 triangles each. They all share the same material, but there would be only one visible weapon at a time.
So would it be best to include in the .FBX file 3 skinned meshes with (character + weapon1), (character + weapon2) and (character + weapon3), or have one skinned mesh of the character and 3 weapon meshes?
If I'd be using 3 skinned meshes, I'm planning to make 2 of the skinned meshes game objects inactive. If I have separate weapon meshes, they won't batch (because I can't get the character to less than 300 vertices).
If the 2 unneeded skinned meshes (gameobjects) stay inactive, would they take any cpu power?
So what do you think would be best in terms of performance, and why?