Hello everyone, in a game that we are developing in unity, the player can change and buy multiple skins, which are divided into different factions within the game, all this we are saving in a single SkeletonData for a generic character, which we can use it for the player or for the npc.

It is also included in this skeletonData all the animations that can use that character.

Is it advisable to keep it that way? Would it be better to make a SkeletonData for each civilization, and load the SkeletonData that has to use at that moment by code?

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There is generally no need to cut up your skeleton data into multiple skeletons. The data itself is small. What can be large are the images. You can customize loading images to only load those you actually need, based on what a character has equipped or other game logic.

Hi, thanks for the answer, and I would also like to ask you if that amount of Atlas Assets is ok, mostly because we have doubts if this could generate any performance problem since it is a mobile game.

All the objects that are in the atlas, are saved in memory instantly for each character or only are saved in memory what is used in that atlas?

A texture atlas is one or more images, called atlas pages. When the atlas is loaded, all the pages are loaded into GPU memory.