I understand what the SkinnedMeshRenderer does. I also understand how I can create a Mesh, and have it rendered through a MeshFilter. However, what I want to do is create a skinned mesh -- at runtime. The mesh class has vertex channels for position, normal, texture coordinates, color and tanget, but no vertex channel for bone index or weight.
Suppose I have a game that will download data at runtime, and this data will be in the form of a vertex buffer that contains position, normal, texture coordinate, bone index and bone weight data. How should I go about rendering this data in Unity? (I don't want to calculate the skinned mesh output "by hand" in JavaScript or C#; I want to use the built-in optimized skin rendering)