A long time ago, in a galaxy far, far away… I created a skinning framework that expanded on Unity’s example project by stitching together all the meshes into one as well as optimizing materials and generating texture atlases so that it would render the model in a single draw call. I just recently got back to fooling around with Unity after a more than decade long hiatus, and I spent the past two days upgrading this old Unity 3 project from the old asset bundle system to the new addressables, the old rendering engine to URP, the old animation system to Mecanim, and tweaking my skinning framework to work with the new changes. I’m posting this here because many of the veterans will remember this demo as it was one of the first cool Unity example projects. Here’s a little bit of nostalgia…
