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Version: Next (dev)

Skeleton Component

The skeleton component uses debug rendering to visualize various aspects of an animation skeleton: the bones, their physics colliders, and the joint limits configured in the skeleton asset. It can visualize the current pose of an animated mesh, and it is also what the skeleton asset editor uses to draw the skeleton.

This component is only meant for debugging purposes.

Component Properties

  • Skeleton: The skeleton asset to visualize. You can set a skeleton asset manually, or keep it empty. In the latter case the skeleton will automatically be taken from a sibling animated mesh component, but only when the pose of that mesh is changed.

  • VisualizeSkeleton: Whether to draw the bones.

  • VisualizeColliders: Whether to draw the collision shapes that are configured for the bones in the skeleton asset.

  • VisualizeJoints: Whether to draw the joints between bones.

  • VisualizeSwingLimits, VisualizeTwistLimits: Whether to draw the swing and twist limits of each joint. These are the limits used by ragdolls.

  • BonesToHighlight: A semicolon-separated list of bone names (case sensitive). Every bone whose name appears in the list will be rendered with a highlight. Use * to highlight all bones. To know the available bone names, inspect the bone hierarchy in the respective skeleton asset.

See Also