Hi,
I want to access the mesh of a skinned mesh - not the shared mesh, but the actually deformed one.
In my particular case I need to get and change the vertex positions and vertex colors, but I can think of some situations where this would be nice to do:
- snapshotting a mesh to use it for something else (e.g. as new MeshCollider mesh)
- adding morphs after meshes are skinned
Is skinning done on software or on hardware? If Unity uses hardware skinning, I assume I cannot acccess the vertices as they are only deformed by the graphics card. Then the only way would probably be to write my own software skinning algorithm (and I don't want to do that).
But I read that Unity since 2.5 uses "multithreaded mesh skinning" , and that would mean it is done software-side and is somehow accessible. But how?