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 many 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.
Additional resources: AnimatorUtility.OptimizeTransformHierarchy, Animator.hasTransformHierarchy.