Note: For tips on modeling your character in a 3d application for best performance in Unity, see Modeling characters for optimal performance.
Playing a single Animation Clip with no blending can make Unity slower than the legacy animation system. The old system is very direct, sampling the curve and directly writing into the transform. Unity’s current animation system has temporary buffers it uses for blending, and there is additional copying of the sampled curve and other data. The current system layout is optimized for animation blending and more complex setups.
Animating scale curves is more expensive than animating translation and rotation curves. To improve performance, avoid scale animations.
Note: This does not apply to constant curves (curves that have the same value for the length of the animation clip). Constant curves are optimized, and are less expensive that normal curves. Constant curves that have the same values as the default scene values do not write to the scene every frame.
Most of the time Unity is evaluating animations, and keeps the overhead for animation layers and Animation State Machines to the minimum. The cost of adding another layer to the animator, synchronized or not, depends on what animations and blend trees are played by the layer. When the weight of the layer is zero, Unity skips the layer update.
These are tips to help you decide between these types:
Здесь много чего можно оптимизировать, вот некоторые полезные советы:
Always optimize animations by setting the animators’s Culling Mode to Based on Renderers, and disable the skinned mesh renderer’s Update When Offscreen property. This saves Unity from updating animations when the character is not visible.