• RuntimesUnity
  • unity vfx graph emitter particles from skinned mesh render surface

hi,i am using unity vfx graph,i can emit particles from mesh surface(using unity mesh render or skinned mesh render),but i can not emit particles from spine output skeleton mesh,it looks like spine unity runtime don't have skinned mesh render,so how can i do that?

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SkeletonAnimation and SkeletonMecanim use a normal Mesh at a MeshRenderer component. Are you perhaps using SkeletonGraphic?

hi,i am using SkeletonAnimation, i uploaded some screenshots for more details,

,see the last screenshot,i can not select the skeleton mesh for the SkinnedMesh, the TestVFXParticles need the skinnedmesh's vertex position to emit particles

@sunjunshadow SkeletonAnimation uses a normal MeshRenderer, not a SkinnedMeshRenderer. You would need to modify the respective vfx script source code then to accept a normal Mesh from a MeshRenderer as well then (which is odd that it's not supported by default).

If editing the vfx script is not an option, you could create a dummy SkinnedMeshRenderer and assign the mesh of the SkeletonAnimation's MeshRenderer just to pass the data along this restrictive interface.