How does the @ animation convention work?

You know how when you need to import multiple animations, you have a choice to use the @ convention and name your each of your animation files: @walk, @run etc…
And have a master file that is capable of having each of the animations applied to.

My question is, does using this way significantly increase the output build size, in contrast to using the split method within the .FBX importer?

Because using the @ convention, you end up having to import the same model more than once (for different animations), which I’m wondering would the build size be larger than using the split method (using one model with all animations in one single track, then split using the known offsets).

As far as I know it does not increase the build size. Unity stores separately, in it’s own internal formats, meshes, animation clips, materials, etc and it packs only the assets that are used in the scenes included in the build (and the Resources folder assets).

I didn’t measure but the size should be the same if you are using one fbx with all the animations or multiple fbx using the @ convention.

One point final point is that when you split the animations in multiple files you could fine tune the animation compression settings by clip instead of by all the animation.