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


goGameObject to Optimize.
exposedTransformsList 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.