SkinnedMeshRenderer
class in UnityEngine · UnityEngine.CoreModule · inherits from Renderer
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; }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.