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Skinned meshes simplified for iOS
I've been importing my animations and characters to Unity, and been using Mecanim. On Untiy Editor, everything works fine, but when I do export a build for my iOS device, skinned meshes are screwed (see image). Any help on why does this happen?
I'm going to. I'm gonna play with bone weights. Are you thinking in something specifically?
Answer by frarees · Dec 10, 2012 at 06:12 PM
As @SolidSnake spotted on comments, changing the quality settings (bone weight) solved the problem. Thanks!
Answer by Bunny83 · Dec 10, 2012 at 04:59 PM
The problem here is that with Unity's SkinedMeshenderer you can skin a vertex to 4 bones. However the more bones the more cpu load you have, that's why you can specify in the QualitySettings (see "blend weights") how many bones per vertex should be calculated. The quality settings can be set for each platform indepentently. The default for iOS is 2 as far as i know. Unity then only uses the bone(s) with the highest blend weights.
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