using System.Runtime.CompilerServices; namespace UnityEngine { public class SkinnedMeshRenderer : Renderer { public extern Transform[] bones { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern SkinQuality quality { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern Mesh sharedMesh { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern bool skinNormals { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } public extern bool updateWhenOffscreen { [MethodImpl(MethodImplOptions.InternalCall)] get; [MethodImpl(MethodImplOptions.InternalCall)] set; } } }