Batching - best way to manage many animated units on screen at the same time

I am running into some issues since SkinnedMeshRenderers cannot be batched, and my animated units are all using SkinnedMeshRenderers.

I am building an RTS where up to 1000 units can be on screen at once. Is there any smart way to deal with this so that rendering doesnt take up 30-40% of my CPU.

Okay. So I guess your game, has alot of humanoid characters with bones.

Question: Are you using ragdoll physics, for each individual character? Because if you are, then that might use up alot of cpu processing.

Im not, but I have found this asset which seems promising:

https://assetstore.unity.com/packages/tools/animation/gpu-instancer-crowd-animations-145114#reviews

@mrCharli3
Alright. Okay, cool.:slight_smile: