I have been researching for a long time about how to run min 100-200 characters (skinned mesh) on mobile in an optimized way.
Ways i tried:
- Animation Instancing
- LOD
- Decimating Meshes (3000-6000 tris max I got)
- Culling
- Instanced blob shadows (just quads)
- Simple Shaders (Just texture no extra things like mobile shaders)
- Mipmaps
I don’t have a problem with the code (2-3 ms max) 200-300 NPCs going around are just structs and a different mono behavior manipulates them.
But while trying all these, all the usability of the game almost disappeared thanks to the animation instance. I can’t use Animator the way I want, animations have become pure torture.
And also in the SRP batcher, I guess it doesn’t cover skinned mesh.
I’m very curious what you can suggest.
Thanks