MeshSkinning.Update bottleneck

I’ve got some skinned meshes in my game and I’ve noticed a performance hit in the profiler for a MeshSkinning.Update function which runs each frame.

Is there a way to optimize things so that MeshSkinning.Update runs faster? My skinned meshes already have a minimal number of bones, verts and bone influences(1).

In unity 3.3 and earlier skinning runs on a single core actually and on iOS / Android it uses the VFP / Neon unit when present in addition.

For Unity 3.4 offloading to additional cores will be added according to the official blog