Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

AnimatorUtility.OptimizeTransformHierarchy

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static function OptimizeTransformHierarchy(go: GameObject, exposedTransforms: string[]): void;
public static void OptimizeTransformHierarchy(GameObject go, string[] exposedTransforms);

Parameters

go GameObject to Optimize.
exposedTransforms List of transform name to expose.

Description

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.