diff --git a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshData.cs b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshData.cs index aaefc0aae..387e32eff 100644 --- a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshData.cs +++ b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshData.cs @@ -33,7 +33,7 @@ namespace UniGLTF public bool HasNormal { get; private set; } public string Name { get; private set; } - public bool AssignBoneWeight { get; private set; } + public bool ShouldSetRendererNodeAsBone { get; private set; } public MeshData(int vertexCapacity, int indexCapacity) { @@ -59,7 +59,7 @@ namespace UniGLTF _blendShapes.Clear(); Name = null; HasNormal = false; - AssignBoneWeight = false; + ShouldSetRendererNodeAsBone = false; } /// @@ -323,7 +323,7 @@ namespace UniGLTF var texCoords1 = primitives.GetTexCoords1(data, positions.Length); var colors = primitives.GetColors(data, positions.Length); var skinning = SkinningInfo.Create(data, gltfMesh, primitives); - AssignBoneWeight = skinning.ShouldSetRendererNodeAsBone; + ShouldSetRendererNodeAsBone = skinning.ShouldSetRendererNodeAsBone; for (var i = 0; i < positions.Length; ++i) { @@ -457,7 +457,7 @@ namespace UniGLTF var texCoords1 = primitives.GetTexCoords1(data, positions.Length); var colors = primitives.GetColors(data, positions.Length); var skinning = SkinningInfo.Create(data, gltfMesh, primitives); - AssignBoneWeight = skinning.ShouldSetRendererNodeAsBone; + ShouldSetRendererNodeAsBone = skinning.ShouldSetRendererNodeAsBone; for (var i = 0; i < positions.Length; ++i) { diff --git a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshUploader.cs b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshUploader.cs index 6190804c5..7185b724e 100644 --- a/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshUploader.cs +++ b/Assets/UniGLTF/Runtime/UniGLTF/IO/MeshIO/MeshUploader.cs @@ -138,7 +138,7 @@ namespace UniGLTF { Mesh = mesh, Materials = data.MaterialIndices.Select(materialFromIndex).ToArray(), - ShouldSetRendererNodeAsBone = data.AssignBoneWeight, + ShouldSetRendererNodeAsBone = data.ShouldSetRendererNodeAsBone, }; await awaitCaller.NextFrame();