I am making my first game with Unity and it'll be a dress up game for Android devices. I'm currently working on the art assets but I was unsure on how exactly to go about doing the clothing.
My first thought was to use a single mesh for each clothing type, then use transparent textures, or a clipping mask, to change the length of the clothing *(for example, a shirt with a texture for long-sleeves, another for short sleeves and a texture with no sleeves)*, but I've read somewhere that using too many transparent textures can take a chunk out of your performance. Then I thought to use different meshes for the different articles of clothing, but that might make the game file larger and I want to keep the size as small as possible for mobile phones.
So my question is, **do transparent textures affect performance enough that modeling each clothing size would be better? Or is the game size more worrying that transparency would be better?** I don't know how many characters will be on screen at the same time *(my current ideas lead me to only 6, but things might change while I'm developing it)*, I just want to make sure I'm using the best practices.
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