Hi,
Im new to Unity and im having some troubles at the last step of a character mesh combiner system.
The script works combines meshes according to material and i can preview the mesh assigned to a newly created SkinnedMeshRenderer component. So far, so good.
The mesh has an idle animation which shows correctly and im using the legacy animation system.
The problem comes when seeing the mesh in the viewport. It doesnt show up. The SkinnedMeshRenderer is activated and a quick Log of the “isVisible” property reveals to False. And i dont know exactly what the problem could be. Ive been struggling for a couple hours.
Some of the checks made are:
- deactivating GPU Skinning to False
- enabling and activating the prefab’s children
- no bones in the array are null or empty.
- setting updateWhenOffscreen to true.
The prefab 's gameobject has a charactercombiner script component and the skinned mesh renderer. Just these two. Im not sure if i should use any other component. As Far as i know, the animation and animator components belong to the new animation system.
One thing i noticed is that the SkinnedMeshRenderer bounds are set to 0. Tried:
- assign mesh local bounds to skinnedmeshrenderer local bounds.
- skinnedmeshrenderer shared mesh forced to calling “RecalculateBounds()”
None of these worked, SMR keeps being visible to false and its bounds are always set to 0.
Im using Unity 2021.1
Thanks in advance.