Enables Unity using compute shaders to process mesh deformations on the GPU, and combining multiple meshes and blendshapes into batches.
If you enable this property, Unity uses batching and reordering to combine meshes and blendshapes into fewer dispatch calls to the GPU.
Batching provides better performance on high-end platforms. Unity can process multiple meshes more quickly and reduce synchronisation issues. On other platforms, you might need to use MeshDeformation.GPU instead, because batching uses dynamic branching which has a high resource intensity.
Unity uses batching if the following applies:
To make sure a mesh is batchable, check the mesh is compatible with standard non-batched GPU skinning, and that its vertex data layout exactly matches one of the following:
If Unity can't use batching, it reverts to non-batched GPU skinning.