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).