Component:SkinnedMeshRenderer

From Resonite Wiki
Revision as of 15:56, 12 April 2025 by 989onan (talk | contribs) (formatting)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)


This article or section is a Stub. You can help the Resonite Wiki by expanding it.

Component image 
SkinnedMeshRenderer component as seen in the Scene Inspector

The SkinnedMeshRenderer component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh.


Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
Mesh Mesh The mesh to be rendered. Can be a StaticMesh or a Procedural Mesh
Materials list of Material A list of materials to be applied to the mesh
MaterialPropertyBlocks list of MaterialPropertyBlock A list of material property blocks to apply to the materials on this mesh. Usually used for performance reasons where using multiple similar materials would take more resources.
ShadowCastMode ShadowCastMode How this object will cast shadows onto the world, or if it only draws a shadow.
MotionVectorMode MotionVectorMode See Motion vector mode.
SortingOrder Int Whether to render this before or after other renderers with geometry in the same location.
BoundsComputeMethod SkinnedBounds How the bounds of this mesh will be calculated. Should be left as Static if possible, for performance reasons.
ProxyBoundsSource SkinnedMeshRenderer A SkinnedMeshRenderer to use the ExplicitLocalBounds of rather than the ExplicitLocalBounds on this component.
ExplicitLocalBounds BoundingBox A box that within view will render the mesh, and when out of view will cull the mesh and stop rendering it. Is used when ProxyBoundsSource is null.
Bones list of Slot Automatically Assigned — List of bones present in this mesh
BlendShapeWeights direct SyncFieldList`1<Float> Automatically Assigned — List of blendshapes present in this mesh, and their respective weights.

Sync Delegates

Triggers
Method Name Method type and Arguments. Is the method hidden? Description
SplitBlenshapeAlongAxis:Func`7<Int, Axis3D, Float, Float, String, String, Task`1<Bool>> Func`7<Int, Axis3D, Float, Float, String, String, Task`1<Bool>> X Splits a blendshape along a given axis, and returns a task representing if the operation is done yet.
BakeBlendshape:Func`2<Int, Task`1<Bool>> Func`2<Int, Task`1<Bool>> X bakes a blendshape to make it part of the mesh rest state, and returns a task representing if the operation is done yet.
RemoveBlendshape:Func`2<Int, Task`1<Bool>> Func`2<Int, Task`1<Bool>> X removes a blendshape from the mesh, and returns a task representing if the operation is done yet.
VisualizeApproximateBoneBounds:ButtonEventHandler ButtonEventHandler Makes a series of boxes showing the bounds of the bones in the mesh.
VisualizeBoneBounds:ButtonEventHandler ButtonEventHandler Makes a series of boxes showing the bounds of the bones in the mesh.
ClearBoundsVisuals:ButtonEventHandler ButtonEventHandler clears bound visuals.
SeparateOutBlendshapes:ButtonEventHandler ButtonEventHandler Separates out the blendshape affected mesh parts from the non blendshape affected mesh parts.
StripEmptyBlendshapes:ButtonEventHandler ButtonEventHandler Removes blendshapes that don't change anything.
BakeNonDrivenBlendshapes:ButtonEventHandler ButtonEventHandler Bakes all blendshapes on the mesh that aren't driven based on their current value, making it part of the rest state.
BakeToStaticMesh:ButtonEventHandler ButtonEventHandler Bakes the mesh and makes it a static mesh instead.
MergeBlendshapes:ButtonEventHandler ButtonEventHandler Combine all blendshapes in to one blendshape, which interpolates between the source blendshapes like a playback timeline.
StripEmptyBones:ButtonEventHandler ButtonEventHandler Gets rid of bones that have no vertices assigned to them.
ComputeExplicitBoundsFromPose:ButtonEventHandler ButtonEventHandler Computes the explicit bounds property for the skinned mesh renderer component based on it's current pose of it's bones.
ExtendExplicitBoundsFromPose:ButtonEventHandler ButtonEventHandler extends the bounds of the explicit bounds property for the skinned mesh renderer component based on it's current pose of it's bones.
SortBlendshapesByName:ButtonEventHandler ButtonEventHandler Sorts blendshapes by name in alphabetical order.
SortBlendshapesByNameLength:ButtonEventHandler ButtonEventHandler Sorts blendshapes by how many characters are in a given blendshape name.
SplitSubmeshes:Action Action X Will split this mesh into additional submeshes, each having only one material
MergeByMaterial:Action Action X Will merge all submeshes that use the same material

Usage

While it can be used for rendering static meshes, it is not recommended as there is a slight performance penalty for using SkinnedMeshRenderer, even if the animation features aren't used — Please try to use MeshRenderer where possible.


Examples

See Also