struct in UnityEngine
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Describes any number of skinning bone weights that affect a vertex in a mesh.
Bone weights must be in descending order, and add up to 1.
This struct, and the associated Mesh.GetAllBoneWeights, Mesh.SetBoneWeights and Mesh.GetBonesPerVertex APIs, can describe any number of bone weights per vertex. The older BoneWeight struct, and associated Mesh.boneWeights and Mesh.GetBoneWeights APIs, can only describe 4 bone weights per vertex.
For meshes that have more than 4 bones per vertex, you must use this struct. For all other meshes, there is no performance disadvantage to using this struct, and it might result in small performance benefits as Unity does not have to perform unnessary conversion operations to describe vertices with exactly 4 bone weights.
See Also: Mesh.SetBoneWeights, Mesh.GetAllBoneWeights, Mesh.GetBonesPerVertex, Mesh.boneWeights, Mesh.GetBoneWeights, ModelImporter.maxBonesPerVertex, QualitySettings.skinWeights, SkinnedMeshRenderer.quality.