Hello, I have a character that has a ton of skins, and i notice that not every mesh is showing at once in the renderer on the inspector

When i use the RenderExistingMesh script to make an outline with URP, rendering another one, just with the outline, it copies the meshes that are there, but i change skins at runtime, and it ends up showing pink images on the character, how can i make this work with different skins changing at runtime?

  • Harald がこの投稿に返信しました。
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    gumegasonic Then likely your original Mesh is using multiple submeshes and Materials. See the RenderCombinedMesh component to combine multiple submeshes into one and then render them with a different material.

      Harald I ended up figuring out, on the RenderExistingMesh, i could put the references to all the materials, not just the ones that the mesh renderer is using before i change skin, then it worked with all skins

      • Nate が「いいね」しました。