>>362215987
You realize literally all of this applies to dynamic bone too right lol, a lot of gamedevs use it with zero issues because it's really not that bad if implemented correctly.

If you think Dynamic Bone is at the top of the asset store solely because of VRC, you're overestimating yourselves.

I can't remember which devteam it was, but there was a company a while back who outlined their challenges while trying to make an MMO in Unity. One of the bigger problems was that Animators simply did not scale well in larger instances at all, so they essentially had to invoke animators manually and only sequentially/smartly update animators every once in a while, or even fallback to legacy "Animation" components if the model was only idling. That might work for simple character models, but it also means you can't add any complexity to these animation controllers at all.