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Optimizing animated visibility for Unity

Anonymous

Optimizing animated visibility for Unity

Anonymous
Not applicable

Hi guys!  I have a character with different cycles which contains animated visibility and I would like to optimize it by removing unused meshes from cycles that does not require them. But unity tends to give a default value of TRUE to the Mesh visibility.
For example, I placed all meshes (Body, L Close hand, L Open hand, R Close hand, R Open hand) only in the Idle Cycle . When I export the run cycle, I then delete the L Close hand and R Close hand meshes as its no needed in this specific cycle. However, when I run these cycles in Unity, Idle works fine but the Run cycle will automatically set the visibility to TRUE when it could not locate the meshes. 
Is there any other way to optimize this then? Or a way to inform Unity to set the visibility to 0 if the meshes cannot be found? 

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kevinvandecar
Community Manager
Community Manager

I think Unity supports the visibility flag, but not sure if that helps when the mesh is missing. Could you set the flag before and see if it comes into Unity the way you want? There is a video here in case it helps: https://unity3d.com/learn/tutorials/topics/unity-artists/importing-visibility-animation

 

 


Kevin Vandecar
Developer Technical Services
Autodesk Developer Network



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