I'm currently trying to implement a simple feature by using managed components to store the Animator, with the plan to switch animations through components that call the Animator. However, I've encountered an issue where GameObjects with attached authoring scripts seem to be entirely converted into entities, including skinnedMeshRender, leading to rendering errors. I don't want skinnedMeshRender to be converted, but it seems there's no way to prevent it.
My intention is to use both the animations and skinnedMeshRender of GameObjects in DOTS. Is this possible?
#How to Properly Collaborate DOTS with GameObjects?
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You need to keep managed objects with animator and SMR outside entity subscene. Otherwise it will be converted to work with Entities.Graphics
I can also use the Rukhanka animation.
Yes 🙂 But your questions was about GO + Entities
Incorrect SMR rendering because of shader for skinned meshes should be "deformation-aware". How to create it is described here: https://docs.unity3d.com/Packages/com.unity.entities.graphics@1.0/manual/mesh_deformations.html, and here: https://docs.rukhanka.com/shaders_with_deformations
For the correct rendering of skinned meshes deformed by Rukhanka, an ECS deformation-aware shader should be created.