Version: Unity 6 (6000.0)
LanguageEnglish
  • C#

Mesh.GetBoneWeights

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual

Declaration

public void GetBoneWeights(List<BoneWeight> boneWeights);

Parameters

boneWeights A list of BoneWeight structs to populate.

Description

Gets the bone weights for the Mesh.

Use this method instead of Mesh.boneWeights if you want to avoid allocating a new array with every access.

The BoneWeight at each index corresponds to the vertex with the same index if this mesh has bone weights defined. Otherwise the list will be empty.

Note that this property uses BoneWeight structs, which represent exactly 4 bone weights per vertex. The newer BoneWeight1 struct describes a single bone weight, and it can be used with the associated Mesh.GetAllBoneWeights, Mesh.SetBoneWeights and Mesh.GetBonesPerVertex APIs to describe up to 255 bone weights per vertex. It is preferable to use BoneWeight1 and its associated APIs; they offer more flexibility, and might result in small performance benefits as Unity does not have to perform unnessary conversion operations.

Additional resources: Mesh.boneWeights, Mesh.GetAllBoneWeights, Mesh.SetBoneWeights, Mesh.GetBonesPerVertex, ModelImporter.maxBonesPerVertex, QualitySettings.skinWeights, SkinnedMeshRenderer.quality.