The '''SkinnedMeshRenderer''' component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh.
The '''SkinnedMeshRenderer''' component is used for rendering animated/dynamic 3D meshes in the world, and applying materials to that mesh.
== Fields ==
== Fields == <!--T:2-->
{{Table ComponentFields
{{Table ComponentFields
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv0=true| The mesh to be rendered. Can be a [[StaticMesh (Component)|StaticMesh]] or a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]]
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv0=true| The mesh to be rendered. Can be a [[StaticMesh (Component)|StaticMesh]] or a [[:Category:Components:Assets:Procedural Meshes|Procedural Mesh]]
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}}
}}
=== Sync Delegates === <!--T:4-->
=== Sync delegates ===
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{{Table ComponentTriggers
{{Table ComponentTriggers
|SplitBlenshapeAlongAxis:[[Type:Func`7|Func`7]]<[[Type:Int|Int]], [[Type:Axis3D|Axis3D]], [[Type:Float|Float]], [[Type:Float|Float]], [[Type:String|String]], [[Type:String|String]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`7|Func`7]]<[[Type:Int|Int]], [[Type:Axis3D|Axis3D]], [[Type:Float|Float]], [[Type:Float|Float]], [[Type:String|String]], [[Type:String|String]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Splits a blendshape along a given axis, and returns a task representing if the operation is done yet.
|SplitBlenshapeAlongAxis:[[Type:Func`7|Func`7]]<[[Type:Int|Int]], [[Type:Axis3D|Axis3D]], [[Type:Float|Float]], [[Type:Float|Float]], [[Type:String|String]], [[Type:String|String]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|[[Type:Func`7|Func`7]]<[[Type:Int|Int]], [[Type:Axis3D|Axis3D]], [[Type:Float|Float]], [[Type:Float|Float]], [[Type:String|String]], [[Type:String|String]], [[Type:Task`1|Task`1]]<[[Type:Bool|Bool]]>>|false| Splits a blendshape along a given axis, and returns a task representing if the operation is done yet.
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== Usage ==
== Usage ==
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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 (Component)| MeshRenderer]] where possible.
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 (Component)| MeshRenderer]] where possible.
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.
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.