skinWeights
The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.
Read time 1 minuteLast updated 4 days ago
Definition
- Type: Property
- Namespace: UnityEngine
- Assembly: UnityEngine.CoreModule
public static SkinWeights skinWeights { get; set; }
Remarks
The value can be either One Bone, Two Bones, Four Bones or Auto. Note that higher bone counts may have a performance cost, especially above 4 bones per vertex.
This setting does not change the underlying mesh data; it only affects the number of bone weights that Unity uses when performing skinning. This means that a mesh can have bone weight data that is unused due to this setting. You can change this value at runtime.
You can set this value for a single mesh using SkinnedMeshRenderer.quality. You can set the maximum number of bone weights that mesh data stores for a single vertex using ModelImporter.maxBonesPerVertex.
using UnityEngine;public class Example : MonoBehaviour{ void Start() { // Set skin weights to one bone for all Meshes QualitySettings.skinWeights = SkinWeights.OneBone; }}
Additional Resources: ModelImporter.maxBonesPerVertex, ModelImporter.minBoneWeight, ModelImporter.skinWeights, SkinnedMeshRenderer.quality, BoneWeight, BoneWeight1.