# vertexBufferTarget

> The intended target usage of the skinned mesh GPU vertex buffer.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.6/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
public GraphicsBuffer.Target vertexBufferTarget { get; set; }
```

### Remarks

By default, skinned mesh renderer vertex buffers have [GraphicsBuffer.Target.Vertex](/engine/6000.6/script-reference/unityengine/graphicsbuffer/target/vertex.md) usage target. If you want to access the vertex buffer from a compute shader, additional targets need to be requested, for example [GraphicsBuffer.Target.Raw](/engine/6000.6/script-reference/unityengine/graphicsbuffer/target/raw.md).

```csharp
using UnityEngine;

public class ExampleScript : MonoBehaviour
{
    void Start()
    {
        // Mark the vertex buffer as needing "Raw"
        // (ByteAddressBuffer, RWByteAddressBuffer in HLSL shaders)
        // access. We can then use GetVertexBuffer and
        // use it with compute shaders.
        GetComponent<SkinnedMeshRenderer>().vertexBufferTarget |= GraphicsBuffer.Target.Raw;
    }
}
```

Additional Resources: [GraphicsBuffer.Target](/engine/6000.6/script-reference/unityengine/graphicsbuffer/target.md), [SkinnedMeshRenderer.GetVertexBuffer](/engine/6000.6/script-reference/unityengine/skinnedmeshrenderer/getvertexbuffer.md), [SkinnedMeshRenderer.GetPreviousVertexBuffer](/engine/6000.6/script-reference/unityengine/skinnedmeshrenderer/getpreviousvertexbuffer.md).
