What causes rigged models to behave differently at runtime?
I have a rigged model whose joints I interpolate based on the position of the player's hand, to show a "vine" going from their body out to their arm.
In the Unity Editor this looks great:
But when I build my game, at runtime there is a strange kink in the model that persists no matter the orientation.
What could be causing this? Is it a flaw in how I defined the bone structure of the model? Or some setting somewhere in Unity?
Answer by jatherton · May 31, 2019 at 09:29 PM
I found the answer. The Quality settings were set to use only 1 bone per vertex at runtime, which resulted in the jagged appearance. There were two ways to fix this: increase the Quality settings for "Blend Weights" (affects the entire project) or choose a specific Quality on the SkinnedMeshRenderer component (overrides for just this object).