Version: 2020.2
LanguageEnglish
  • C#

BoneWeight

struct in UnityEngine

/

Implemented in:UnityEngine.CoreModule

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

Description

Describes 4 skinning bone weights that affect a vertex in a mesh.

Elements in this struct must be in descending order of weight value. The sum of all weight values must be 1. If a vertex is affected by fewer than 4 bones, each of the remaining weight values must be 0.

Note that this struct, and the associated Mesh.boneWeights and Mesh.GetBoneWeights APIs, describe 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.

See Also: Mesh.boneWeights, Mesh.GetBoneWeights, Mesh.GetAllBoneWeights, Mesh.SetBoneWeights, Mesh.GetBonesPerVertex, ModelImporter.maxBonesPerVertex, QualitySettings.skinWeights, SkinnedMeshRenderer.quality.

Properties

boneIndex0Index of first bone.
boneIndex1Index of second bone.
boneIndex2Index of third bone.
boneIndex3Index of fourth bone.
weight0Skinning weight for first bone.
weight1Skinning weight for second bone.
weight2Skinning weight for third bone.
weight3Skinning weight for fourth bone.