Bounds of Skinned Mesh after Blend Shapes are applied


Is there a way to get the bounds of the rendered skinned mesh? Eg in a specific animation frame or after certain blend shapes are applied?
Any Help would be appreciated !


There isn’t . The vertex buffer the renderer uses is internal/c++ and there seems to be no way to get its’ pointer. There is however a function called BakeMesh() in SkinnedMeshRenderer that calculates the mesh as it is in that frame. It does not recalculate bounds though, so that has to be done separately.

Hope this helps everyone else who may have the same issue :slight_smile: