Hi,
I’m trying to reduce the number of draw calls required to render a fuse character. The fuse character has a number of skinned mesh renderers (one for each body part) and the default export from Fuse creates one material for each.
I understand it’s possible to place all the textures for all body parts on a single texture (or, one each for diffuse, normal, specular, gloss) by exporting as OBJ from fuse, and having it pack and uv map the textures, and then apply these textures to the rigged FBX version from Fuse. This is where I’m struggling.
Skinned meshes using the same material seem to require a draw call each. Tried using the SkinnedMeshCombiner, but after setting the textures to readable to get past the errors, this just causes the character to become invisible, no errors. Thanks for reading, any suggestions greatly appreciated.