#Efficiently Accessing MeshRenderer Children

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vital spade
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If a MeshRenderer contains multiple materials, it'll be baked down into several "MeshRendererEntity" entites, one per sub-mesh. Sometimes this is a direct child, and for skinned renderers, they're placed under the 'root bone' down the hierarchy.

If you want to add a material override, you have to track down that sub-entity!

How do people currently handle this? Do you all use a custom baker to store out entity references to these children? Just do a search recursively through all children?