# skinWeights

> The maximum number of bones per vertex that are taken into account during skinning, for all meshes in the project.

## Definition

* **Type:** Property
* **Namespace:** [UnityEngine](/engine/6000.7/script-reference/unityengine.md)
* **Assembly:** UnityEngine.CoreModule

```csharp
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](/engine/6000.7/script-reference/unityengine/skinnedmeshrenderer/quality.md). You can set the maximum number of bone weights that mesh data stores for a single vertex using [ModelImporter.maxBonesPerVertex](/engine/6000.7/script-reference/unityeditor/modelimporter/maxbonespervertex.md).

```csharp
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](/engine/6000.7/script-reference/unityeditor/modelimporter/maxbonespervertex.md), [ModelImporter.minBoneWeight](/engine/6000.7/script-reference/unityeditor/modelimporter/minboneweight.md), [ModelImporter.skinWeights](/engine/6000.7/script-reference/unityeditor/modelimporter/skinweights.md), [SkinnedMeshRenderer.quality](/engine/6000.7/script-reference/unityengine/skinnedmeshrenderer/quality.md), [BoneWeight](/engine/6000.7/script-reference/unityengine/boneweight.md), [BoneWeight1](/engine/6000.7/script-reference/unityengine/boneweight1.md).
