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|go||GameObject to Optimize.|
|exposedTransforms||List of transform name to expose.|
This function will remove all transform hierarchy under GameObject, the animator will write directly transform matrices into the skin mesh matrices saving alot of CPU cycles.
You can optionally provide a list of transform name, this function will create a flattened hierarchy of these transform under GameObject.
A call to this function at runtime will re-initialize the animator.
See Also: AnimatorUtility.OptimizeTransformHierarchy, Animator.hasTransformHierarchy.
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