Hey all,
We’re building an RTS style game in a 3D environment. The bipedal characters are driven by a simple skeleton, about 18 joints. With the scale and art direction we can absolutely visually get away with very simple character meshes that are individual ovoids and shapes that are simply parented to the skeleton. Like an old Virtua Fighter model. Then the skeletal mesh can only have the ground shadow which makes them as fast as they can be.
I’ve already verified that if we do this and use one texture atlas for the material on all of those pieces it is only 1 draw call which is awesome.
However, I’m concerned I’m missing a drawback. This turns each character into at least 19 GameObjects. Thus far I’m not seeing any drawbacks and the rendering payoff seems worth.
Can anybody thing of any issues I’m missing? Anybody tried this before?
-L