# Unlimited

> An unlimited number of bones affect each vertex.

## Definition

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

```csharp
Unlimited = 255
```

### Remarks

The count is only limited by the number of bones per vertex in the Mesh, which can be adjusted in its Import Setttings.

When used to access [Mesh.GetBoneWeightBuffer](/engine/6000.7/script-reference/unityengine/mesh/getboneweightbuffer.md) the Bone Weight buffer will contain the following data:

* Element 0 to (mesh vertex count + 1) contain indices. These indices describe the start and end positions for the data in the rest of the buffer, ordered by mesh vertex. For example, element 0 is the start position of the data for mesh vertex 0; element 1 is the end position of the data for mesh vertex 0 and the start position of the data for mesh vertex 1, and so on.
* Element at (mesh vertex count + 1) describes the end position for the data for the final mesh vertex.
* After that, the [BoneWeight1](/engine/6000.7/script-reference/unityengine/boneweight1.md) that relate to each mesh vertex are stored contiguously. For example, all the [BoneWeight1](/engine/6000.7/script-reference/unityengine/boneweight1.md) that relate to mesh vertex 0 are contiguous, followed by all the blend shape vertices that relate to mesh vertex 1, and so on.

Additional Resources: [QualitySettings.skinWeights](/engine/6000.7/script-reference/unityengine/qualitysettings/skinweights.md).
