More information can be found in the Unity API Reference and maybe in the Unity Manual.






class SkinnedMeshRenderer
SkinnedMeshRenderer SkinnedMeshRenderer()
bool allowOcclusionWhenDynamic
array<Transform> bones
const Bounds bounds
bool enabled
bool forceMatrixRecalculationPerRender
bool forceRenderingOff
const GameObject gameObject
const bool isPartOfStaticBatch
const bool isVisible
int lightmapIndex
Vector4 lightmapScaleOffset
GameObject lightProbeProxyVolumeOverride
Bounds localBounds
const Matrix4x4 localToWorldMatrix
Material material
array<Material> materials
string name
Transform probeAnchor
int realtimeLightmapIndex
Vector4 realtimeLightmapScaleOffset
bool receiveShadows
int rendererPriority
UInt32 renderingLayerMask
Transform rootBone
ShadowCastingMode shadowCastingMode
Material sharedMaterial
array<Material> sharedMaterials
Mesh sharedMesh
bool skinnedMotionVectors
int sortingLayerID
string sortingLayerName
int sortingOrder
string tag
const Transform transform
bool updateWhenOffscreen
const Matrix4x4 worldToLocalMatrix
void BakeMesh(Mesh mesh)
void BakeMesh(Mesh mesh, bool useScale)
bool CompareTag(string tag)
float GetBlendShapeWeight(int index)
int GetHashCode()
void GetMaterials(array<Material> m)
void GetSharedMaterials(array<Material> m)
bool HasPropertyBlock()
void SetBlendShapeWeight(int index, float value)
string ToString()