Just to be clear, the limit is on PhysBone components, not affected transforms. You can have up to 256 PhysBone components, which is a huge amount.
If you’re running into issues with that limit, try parenting your sibling bones (for a skirt, for example) to a common root, and then put the PhysBone component on that instead.
This won’t help if you need different behavior on every single chain, but in that case, you might need to get creative with the way you implement the parenting or chains.
