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Currently glTFast uses Mesh.bindPoses to assign bind pose matrices. This creates a lot of managed memory allocations.
With Unity 2023 Mesh.SetBindposes was introduces, which accepts a NativeArray, which probably leads to some performance improvement.
The text was updated successfully, but these errors were encountered:
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Currently glTFast uses Mesh.bindPoses to assign bind pose matrices. This creates a lot of managed memory allocations.
With Unity 2023 Mesh.SetBindposes was introduces, which accepts a NativeArray, which probably leads to some performance improvement.
The text was updated successfully, but these errors were encountered: