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Skinned Mesh Renderer components

Use Skinned Mesh Renderer components to render deformable meshes.
Read time 1 minuteLast updated 2 days ago

A skinned mesh is a mesh that contains a skeleton and deforms as the skeleton moves during animations. These meshes are commonly used for characters and creatures that need to move and animate realistically. A Skinned Mesh Renderer component renders a skinned mesh in your scene. Without this component, a skinned mesh can't be visible in the scene. You need to use external 3D modeling software to create and rig skinned meshes before you can import them into Unity Studio. When you import a skinned mesh, Unity Studio automatically adds a Skinned Mesh Renderer component to the GameObject. If your mesh doesn't need to deform and has no skeleton, use a Mesh Renderer component instead.

Skinned Mesh Renderer component properties

The Skinned Mesh Renderer component has several properties that you can configure:

Property

Description

MeshAssign the skinned mesh asset to render.
MaterialsA list of the materials that belong to this mesh. Expand the materials to edit their settings.
Edit MaterialExpand one of the materials to show this option. When you select this option, Unity Studio makes a copy of the material and assigns the copied material to the mesh. Because the material is a copy, you can change its properties without affecting other meshes that use the same original material. To change the material on all objects, refer to Edit the material in the My Assets folder.

Material properties

Select Edit Material to change the properties of the object's materials. For information about the material settings, refer to Material reference.

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