#Cant modify Skinned Mesh Renderer's Bounds

1 messages · Page 1 of 1 (latest)

brazen cypress
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I'm working in a project that is importing models on the fly using VroidHub, and the skinned Mesh Renderer Bounds are all wrong after the import part of it. I tried bounds.SetMinMax() to set runtime to the correct value but nothing changed. I saw a ResetBounds function on manual, but the functions is not showing up,
and i cannot modify the values directly cause bounds are read only.

Edit:
-Tried .expand() now, nothing happened as well.
-Tried to change the mesh bounds instead of the SkinnedMeshRenderer's one, nothing happend.

-I'm able to set "Update when OffScreen" to true, but is not the best way to handle this, it will cost more in performance.

frozen sparrow
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you can't really modify the fbx in unity but if you make it a prefab first it should work I think

brazen cypress
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It is a prefab already, the model data is downloaded as a .VRM (Vroid Hub File), and then builded as a model in game.

frozen sparrow
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not sure then. clicking on edit bounds does nothing?

brazen cypress
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i'm totally able to edit bounds on editor, but i need to make it runtime, cause the models are all downloaded runtime when the player select the model they want.

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the weirdest part for me is having mode than one documented alternative to fix this, nothing happend with any of it and no error message show up.

frozen sparrow
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can you set renderer.localBounds at runtime? that's all i get from the docs honestly, seems like there shouldn't be a necessity to do anything aside from that

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if that doesnt work, dunno