Question by
RasmusDyhr · Nov 03, 2018 at 05:42 PM ·
skinned mesh renderermemory leak
Skinned Mesh Renderers can't share bones
I am trying to find a solution to have a customizable character, and intuitively I think that multiple mesh renderers should be able to use the same root bone to animate.
However, when I try this in the inspector, one of the meshes just disappears in the scene view and the console warns me about memory leaks from the job system.
The steps I followed were:
Add both models to the scene. (They both have the same skeleton)
Reparent one skinned mesh renderer next to the other
Assign the root bone to be the same
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