I am making a few mobile game characters that will be heavily animated using about 15-20 bones. I am at the modeling phase of my game and just wanted an idea really. Good thing is that each level will only feature one such heavily-animated character and the enemy characters will be extremely low-poly and unanimated and…
Which mobile hardware are you targeting? There are many many flavors out there. The fact of being "heavily animated" does not matter for the vertex count. As soon as one vertex is animated on a mesh, fast or slow, then they're all being animated, it's the same cost. A lot of things affect performance, not just vertex or…
Best bet is to profile your game with some test assets, like from the Asset Store. Or better yet, make some assets that don't look great but have what you think are the right # of verts and bones and materials, and test with that. Once you have some real numbers, then you'll know what's possible. I would start with what…