Since it has been observed by both the polygon and the particle restrictions that are/were placed, it is clear that it is possible for unity component data to be read in by the SDK.
And as bad performance and optimization lies on the side of the materials a lot more than anything else, materials per mesh should be limited.
As we can see in unity, when a mesh is selected, and you drop down the materials tab, you are given a number.
It would make much more sense and be much more beneficial to have the SDK read this number in and limit it to maybe ~15-20 maximum.
I would say that I see 15 as a realistic maximum given how much you
can
reduce materials. And <10 could be have a "good range" message like the <10k polygon message, Just to give the user feedback.
Again, this is materials
per
mesh, as many people use other parts (weapons, props, etc.) on their avatar and something like 15 overall max could be too restrictive for users to be creative.
In final, to reduce the amount of un-optimized avatars that can be uploaded, unknowing of their bad performance by the user, the limiting tactic should be changed. Instead of limiting polygons, limiting materials
per
mesh would be a much more wise decision.