Skinned Mesh Renderer
The skinned mesh renderer is a component that renders meshes that are deformed by bones. It is used for characters and other objects that need to be animated.
The SkinnedMeshRendererRecorderModule
automatically picks up every skinned mesh renderer in the scene and records:
- Whether the skinned mesh renderer is enabled or not
- Reference to the mesh asset
- Reference to the materials assets
- Reference to the root bone
- Reference to the bones
- Blend shape weights
Creation and destruction
The creation and destruction of a skinned mesh renderer component are recorded as a SkinnedMeshRendererCreate and SkinnedMeshRendererDestroy sample respectively.
When created, a SkinnedMeshRendererUpdate and RendererUpdate samples are emitted with the initial values of the skinned mesh renderer component.
Update
Hooks
A SkinnedMeshRendererUpdate sample is emitted when a change in the component properties is detected. The following methods are hooked to detect those changes:
- Renderer.enabled
- Renderer.material
- Renderer.materials
- Renderer.sharedMaterial
- Renderer.sharedMaterials
- void Renderer.SetPropertyBlock(MaterialPropertyBlock properties)
- void Renderer.SetPropertyBlock(MaterialPropertyBlock properties, int materialIndex)
- void Renderer.SetMaterials(List
materials) - void Renderer.SetSharedMaterials(List
materials) - SkinnedMeshRenderer.bones
- SkinnedMeshRenderer.rootBone
- SkinnedMeshRenderer.SetBlendShapeWeight(int index, float value)
Info
See the associated proto files for more information on the data format.