Hi Harald :grinteeth:
I'm working on an enemy character who is a giant, and has 550 bones in its skeleton. I have 'tendril' pieces that are hanging off of various parts of its body that I set up as 2D physics chains. I was just doing some Profiling of the game, and noticed that the SkeletonUtility bones updating was taking a LOT of CPU. I went in and deleted all of the SkeletonUtility bones that weren't within the hierarchy of Skeleton Root Bone -> Physics Chain bones. So I was able to reduce it down to 60 SkeletonUtility bones (not including the actual physics chain bones) which is much better.
This enemy character has two heads that are on really long necks. The necks are 25 bones in a chain, and there are physics chain 'tendrils' hanging down from the heads.
I was wondering if it is necessary to have the SkeletonUtility hierarchy from Root Bone -> Chain bone? Could I instead just have a BoneFollower component on a gameobject that follows the bone that is the immediate parent of the physics-chain, or something like that?
Thanks for any info! :nerd: