Version: 2021.3
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public NativeArray<BoneWeight1> GetAllBoneWeights();


NativeArray<BoneWeight1> Returns all non-zero bone weights for the Mesh, in vertex index order.


Gets the bone weights for the Mesh.

Use Mesh.GetBonesPerVertex to get the number of non-zero weights for each vertex, and then use that to iterate over this data.

For each vertex, the BoneWeight1 structs are sorted by BoneWeight1.weight, in descending order.

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

using UnityEngine;

public class TestSkinnedMesh : MonoBehaviour { void Start() { // Get a reference to the mesh var skinnedMeshRenderer = GetComponent<SkinnedMeshRenderer>(); var mesh = skinnedMeshRenderer.sharedMesh;

// Get the number of bone weights per vertex var bonesPerVertex = mesh.GetBonesPerVertex(); if (bonesPerVertex.Length == 0) { return; }

// Get all the bone weights, in vertex index order var boneWeights = mesh.GetAllBoneWeights();

// Keep track of where we are in the array of BoneWeights, as we iterate over the vertices var boneWeightIndex = 0;

// Iterate over the vertices for (var vertIndex = 0; vertIndex < mesh.vertexCount; vertIndex++) { var totalWeight = 0f; var numberOfBonesForThisVertex = bonesPerVertex[vertIndex]; Debug.Log("This vertex has " + numberOfBonesForThisVertex + " bone influences");

// For each vertex, iterate over its BoneWeights for (var i = 0; i < numberOfBonesForThisVertex; i++) { var currentBoneWeight = boneWeights[boneWeightIndex]; totalWeight += currentBoneWeight.weight; if (i > 0) { Debug.Assert(boneWeights[boneWeightIndex - 1].weight >= currentBoneWeight.weight); } boneWeightIndex++; } Debug.Assert(Mathf.Approximately(1f, totalWeight)); } } }