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Question by Damien113 · Jul 20, 2016 at 08:58 PM · meshrendererskinnedmeshrenderer

Setting up a Skinned Mesh Renderer in Unity via Script

m trying to figure out how i can use the scripting api to setup the skinned mesh renderer that is attached to the prefab, currently everything on the prefab is set but the rootbone.And even after i set the rootbone and everything else is the same, the mesh isnt rendering. I tried settings in using the code below.

public void spawnInModels() { int i = 0; foreach(string prefab in prefabs) {

     GameObject tmpObj = Instantiate(Resources.Load(prefab, typeof(GameObject))) as GameObject;
     tmpObj.name = name;
     objects.Add(tmpObj);
     if (type != "Weapon")
     {
         tmpObj.GetComponent<SkinnedMeshRenderer>().rootBone = rootbones[i];
         tmpObj.transform.SetParent(GameObject.FindGameObjectWithTag("Player").transform);
     }
     else
     {
         tmpObj.transform.SetParent(rootbones[i]); // This is where yo use the rootbones
     }
     tmpObj.transform.localPosition = offsetsPos[i];
     tmpObj.transform.localScale = offetsSize[i];
     tmpObj.transform.localEulerAngles = offetsRot[i];
     i++;
 }                                              

} Screen of inspector If you have any idea what else i need to do please reply, i havent been able to find anything on it.

unity3d unityscript

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