If there are only bones without SkinnedMeshRenderer, and when the number of these unused bones exceeds 100, is it necessary to have an AvatarMask?
Which has higher computational overhead: calculating the transformations of these bones, or the overhead brought by the AvatarMask itself?
(Assuming I cannot delete these unused bones)
And will there be any negative consequences if I delete these unused bones (only deleting the Game Objects, while their animation data remains)?
Bone masking is far cheaper then bone animation calculation. And no, AvatarMask isn’t needed when you have 100+ bones.
You can remove bone GameObjects if you don’t need animation bone position feedback (IK or bone attachments for example). You will get performance benefits.