What you're seeing to the right is a quick playblast of a short animation sequence that I'm working on with a colleague of mine for the development of a VR-based 'Sci-Fi Disco-Style Shooter. We're developing this for the HTC-vive within Unity.

 

Considering that a lot of these 'types' of enemies appear on screen at the same time, it's important that we try to keep the amount of bones within the mesh to a minimum. The drone in the video is basically the most 'basic' enemy, featuring a single arm cannon and an 'electrified' baton as a melee weapon. As of now, most of the other enemies will be of the same 'type'; essentially replacing the arms with other types of weapons. Having said that, it might be cool to try out Unity's own new (point, orient, scale or parent) constraints to that end.