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Question by rburgoyne · Jul 11, 2018 at 01:31 AM · native pluginskinnedmeshrenderer

Setting SkinnedMeshRenderer bones from a native plugin

I am creating a mesh at runtime from a native plugin by creating a new mesh and calling GetNativeIndexBufferPtr and GetNativeVertexBufferPtr, then filling them in from the native side.

Now I want to import skinning data as well. But when I set renderer.bones from the Unity side, it seems to have no effect, and one time I got an error about the mesh needing to be set read/write at import. (I am not importing it, but I am setting it to be dynamic so that I can fill the vertex and index buffers at runtime from my plugin).

I am guessing that just like setting vertices or indices on a mesh from the Unity side has no effect once you get the native pointers, you can't set the bones. But I would like to confirm this. Is there any way to set the bones on a SkinnedMeshRenderer using a mesh created from a native plugin?

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avatar image NoDumbQuestion · Jul 11, 2018 at 01:38 AM 0
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bones are belong to animation. Did you misunderstand something?

avatar image rburgoyne NoDumbQuestion · Jul 11, 2018 at 04:06 PM 0
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Bones are used for animation, but they are a property of Skinned$$anonymous$$eshRenderer: https://docs.unity3d.com/ScriptReference/Skinned$$anonymous$$eshRenderer-bones.html

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