# Get Skinned Mesh Triangle Count Menu Path: **Operator > Sampling > Get Mesh Triangle Count** Use the **Get Skinned Mesh Triangle Count** Operator to get the number of triangles in a skinned mesh. The Operator assumes the mesh uses default triangle topology, so it outputs the [index count](Operator-MeshIndexCount.md) divided by three. ## Operator settings | **Property** | **Type** | **Description** | | ------------ | -------- | ------------------------------------------------------------ | | **Source** | Enum | **(Inspector)** Specify the mesh type to input. | ### Operator properties | **Input** | **Type** | **Description** | | ------------------------- | --------------------- | ------------------------------------------------------------ | | **Skinned Mesh Renderer** | Skinned Mesh Renderer | Specify the Skinned Mesh Renderer component to input. This is a reference to a component in your scene. To assign a Skinned Mesh Renderer, create a Skinned Mesh Renderer property in the [Blackboard](Blackboard.md) and expose it.

This property only appears if you set **Source** to **Skinned Mesh Renderer**. | | **Output** | **Type** | **Description** | | ---------- | -------- | --------------------------------------- | | **Count** | UInt | The number of triangles in the mesh. | ## Limitations If the mesh isn't [readable](https://docs.unity3d.com/ScriptReference/Mesh-isReadable.html), this Operator returns 0. For information on how to make a mesh readable in the Editor, refer to the [Import Settings for a model file](https://docs.unity3d.com/Manual/FBXImporter-Model.html).