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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 transfrom under GameObject. See Also: AnimatorUtility.OptimizeTransformHierarchy, Animator.hasTransformHierarchy.