I'm working on a Unity3D project that is modeled after most sidescrolling RPGs and was curious if anybody had experience with optimal performance choices regarding SkeletonAnimation objects.
I have multiple animations per character which do not share the same base images at all. They are very high resolution and fairly complex so I was wondering if it would be better to create separate SkeletonAnimation objects for each animation. That would allow me to pre-load them all and toggle their rendering as needed and possibly save me from some limitations on large animation sets. Admittedly, I could just dig into the Unity3D plugin source and modify it if I needed to... but I'm still curious if anybody has suggestions or have bumped into any performance issues with having lots of source images and animations for one character.