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https://github.com/bdunderscore/modular-avatar.git
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parent
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commit
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@ -0,0 +1,21 @@
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using modular_avatar_tests;
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using nadena.dev.modular_avatar.core;
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using NUnit.Framework;
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public class AvatarObjectReferenceTest : TestBase
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{
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[Test]
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public void whenFakeArmaturePresent_bindsToRealArmature()
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{
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var root = CreateRoot("root");
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var fake_armature = CreateChild(root, "Armature");
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var real_armature = CreateChild(root, "Armature");
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var hips = CreateChild(real_armature, "Hips");
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var reference = new AvatarObjectReference();
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reference.referencePath = "Armature";
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Assert.AreEqual(real_armature, reference.Get(root.transform));
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}
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}
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@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: bb23d6c06929440e999c855d3b9f70fc
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timeCreated: 1694775902
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@ -1,4 +1,5 @@
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using modular_avatar_tests;
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using System.Linq;
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using modular_avatar_tests;
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using nadena.dev.modular_avatar.core.editor;
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using NUnit.Framework;
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using UnityEngine;
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@ -38,4 +39,22 @@ public class GameObjectGC : TestBase
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Assert.True(bone2 != null);
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Assert.True(bone3 == null);
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}
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[Test]
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public void RetainArmatureHack()
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{
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var fake_humanoid = CreatePrefab("FakeHumanoid.prefab");
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var avdesc = fake_humanoid.GetComponent<VRCAvatarDescriptor>();
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var armature = new GameObject();
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armature.name = "Armature";
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armature.transform.parent = fake_humanoid.transform;
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armature.transform.SetSiblingIndex(0);
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new GCGameObjectsPass(new BuildContext(avdesc), fake_humanoid).OnPreprocessAvatar();
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AvatarProcessor.ProcessAvatar(fake_humanoid);
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Assert.AreEqual(2,
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avdesc.GetComponentsInChildren<Transform>().Count(t => t.gameObject.name == "Armature"));
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}
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}
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@ -99,6 +99,28 @@ namespace nadena.dev.modular_avatar.core.editor
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MarkObject(t.gameObject);
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}
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}
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// https://github.com/bdunderscore/modular-avatar/issues/308
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// If we have duplicate Armature bones, retain them all in order to deal with some horrible hacks that are
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// in use in the wild.
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try
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{
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var trueArmature = animator?.GetBoneTransform(HumanBodyBones.Hips)?.parent;
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if (trueArmature != null)
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{
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foreach (Transform t in _root.transform)
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{
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if (t.name == trueArmature.name)
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{
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MarkObject(t.gameObject);
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}
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}
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}
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}
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catch (MissingComponentException e)
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{
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// No animator? weird. Move on.
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}
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}
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private void MarkPhysBone(VRCPhysBone pb)
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@ -39,7 +39,27 @@ namespace nadena.dev.modular_avatar.core
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return _cachedReference;
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}
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return (_cachedReference = avatar.transform.Find(referencePath)?.gameObject);
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_cachedReference = avatar.transform.Find(referencePath)?.gameObject;
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if (_cachedReference == null) return null;
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// https://github.com/bdunderscore/modular-avatar/issues/308
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// Some avatars have multiple "Armature" objects in order to confuse VRChat into changing the avatar eye
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// position. We need to be smarter than VRChat and find the "true" armature in this case.
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var targetName = _cachedReference.name;
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var parent = _cachedReference.transform.parent;
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if (targetName == "Armature" && parent != null && _cachedReference.transform.childCount == 0)
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{
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foreach (Transform possibleTarget in parent)
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{
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if (possibleTarget.gameObject.name == targetName && possibleTarget.childCount > 0)
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{
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_cachedReference = possibleTarget.gameObject;
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break;
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}
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}
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}
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return _cachedReference;
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}
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public void Set(GameObject target)
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