Skinned meshes

Hi!
I’m new here and so maybe this question was already asked, but i couldn’t find any.
So the question is.
I have a scene of 25 ships. Each of them has about 1k objects (bones, geometries, etc). Many of them are skinned. From profiler, it is noticeable that meshes are skinned all the time. Can this be changed? For example if i want to start animating objects only at a certain time and before that, performance shouldn’t be wasted on skinning, because mesh is not moving or animating but in camera view.

It seems a weired to have a ship skinned. The only part of a ship where skinning sounds like a reasonable solution, is for sails, ropes etc.
Which objects needs skinning here? Normally you use skinned meshes for soft bodies, which will have deformation on a per vertex level. If your ship just have lots of rigid objects, which needs to turn and move, then just animate their transform values. But maybe I misunderstand your use of this?

You are right. The only things that are skinned, are sails and ropes. And gunport covers.
Just to make some things right. I’m completely new to Unity and thus haven’t made any programming. All i did is just put all those ships in a scene. That’s all.

So any ideas anyone?

So any ideas anyone?

Make the objects separate, and add then into the scene. Prefab the sails and ropes to the ship and then instance the ship in the scene.

Also try importing a single gunport cover and or anything else you don’t need bones/joints to animate and animate it in unity’s animation engine. It will work much better on the resources.

Prefab it all back together and play it.

TIP: Instances the sails, ropes and anything else you have animated but aren’t always animated. Then create a script that turns off the activity skinned meshes and replaces them with none skinned static versions. This will speed up the game 100 fold.