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               Question by 
               saberice · Jun 19, 2020 at 01:38 AM · 
                meshmeshrendererassetdatabase  
              
 
              Why The shareMesh isn't full load when i load a prefab with SkinnedMeshRenderer in unity?
I load a prefab,there's a skinnedMeshRenderer component attach it.The sharedMesh ref a mesh of fbx.. The variables of sharedMesh:
 vertexCount 5978
 bindposs [55] 
 boneWeights [5978] 
 vertice [0]
 normal [0]
 uv [0]
 ...
Why vertice/normal/uv is [0]?
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              Answer by Bunny83 · Jun 19, 2020 at 01:46 AM
Is the model actually marked as readable in the import inspector? Textures and meshes are actually stored in graphics memory since they are mainly used for rendering. You don't have direct access to that memory. If you mark a texture / mesh as "readable", Unity will keep the mesh data inside RAM so it can actually be read / used by the CPU / your code.
See Mesh.isReadable for more details.
wow,you're right.I need to check the "read/write Enabled"..Thanks!
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