Scripting API

SkinnedMeshRenderer

class in UnityEngine · UnityEngine.CoreModule · inherits from Renderer

9 of 16 of Unity's membersUnity's documentation
In Tassix

A renderer for skinned meshes: each frame after LateUpdate it deforms a copy of its mesh by its bones (on the CPU) and draws that.

Constructors 1

Properties 5

Transform[] bones { get; set; }
SkinQuality quality { get; set; }
Transform? rootBone { get; set; }
Mesh sharedMesh { get; set; }
bool updateWhenOffscreen { get; set; }

Methods 3

void BakeMesh(Mesh mesh)
void BakeMesh(Mesh mesh, bool useScale)

The mesh as it's deformed now, into mesh (in this object's space, scaled).

The mesh as it's deformed now, into mesh; without useScale the object's scale stays in it.

float GetBlendShapeWeight(int index)
void SetBlendShapeWeight(int index, float value)

Not in Tassix yet 7

GetPreviousVertexBuffer GetShaderUserValue GetVertexBuffer SetShaderUserValue forceMatrixRecalculationPerRender skinnedMotionVectors vertexBufferTarget

Checked against Unity

Conformance scenarios that exercise it, recorded in Unity and compared event by event.