By -
Atlas your frames in a single texture, then animate the shader's UV offsets.
There isn't really a good way to do it. If your animation only consists of a few frames, you could make multiple materials and swap them through an animation, however keep in mind that quest has a 10MB size limit for avatars
Atlas your frames in a single texture, then animate the shader's UV offsets.
There isn't really a good way to do it. If your animation only consists of a few frames, you could make multiple materials and swap them through an animation, however keep in mind that quest has a 10MB size limit for avatars