Legacy Documentation: Version 5.6 (Go to current version)
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

SkinnedMeshRenderer.skinnedMotionVectors

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

Switch to Manual
public var skinnedMotionVectors: bool;
public bool skinnedMotionVectors;

Description

Specifies whether skinned motion vectors should be used for this renderer.

If set to true, the SkinnedMeshRenderer generates vectors using skinning data from the current and last frame to calculate the per-pixel object movement. This means that the motion vector buffer captures small object movements. (For example; a character moving an arm.)

Skinned motion vectors are important for characters with animation. There is a cost to skinned motion vectors, though; they require twice as much memory per skinned mesh because the graphics memory on the GPU becomes double buffered (one buffer for the current frame and one buffer for the previous frame). The buffers track motion between frames; the velocity is the current frame's position minus the last frame's position.

See Also: DepthTextureMode.MotionVectors, Renderer.motionVectorGenerationMode, PassType.MotionVectors, SystemInfo.supportsMotionVectors.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961