Hi there,
I have a question that it might be a bit too obvious, but I want to confirm it.
I'm using duplicated slots to apply addtivive/multiplied blended tinting to body and hair layers. It looks better than if I just black tint the base image.
But my question is... all those duplicated meshes are also being computed independently in Unity? Because if they are, then I'm making the model a lot more "expensive".
I assume the runtimes can't know if a given slot contain meshes that actually are exact duplicates from another, right?
Well... they would, if you guys finally implement off-slot linked meshes. Maybe this is yet another reason to do that? :smirk: