public struct SkinnedRendererWhich renderable an animated entity's bone palette belongs to.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
The join between the two halves of skinning. Animation produces a pose; the renderer holds a dense per-object array indexed by RenderObjectId, and something has to say which entity is which object.
⚠ Superseded, and nothing reads or writes it any more. That join is RenderHandle, which MeshExtractionSystem writes for every extracted entity and MorphWeightSystem already reads; this component said the same thing a second time and nothing in the tree ever added it to an entity, so SkinningSystem's query matched no chunk in any scene the engine builds. It is kept only because removing a public type moves the PublicAPI baseline; there is no reason to add one. See .
Fields and properties (1)
public RenderObjectId RenderObjectThe renderable whose palette this entity's pose fills.
Used by (2)
- EcsIntegrationTestsVixen.Animation.Tests
- SkinningWiringTestsVixen.Animation.Tests