fix: reactive object could generate inconsistent WD results (#1553)

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bd_ 2025-04-09 20:00:40 -07:00 committed by GitHub
parent 17051419ec
commit 8cba3560ce
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15 changed files with 716 additions and 15 deletions

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@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
### Fixed
- [#1553] リアクティブコンポーネントが生成するステートに、WD設定が正しくない問題を修正
### Changed
- [#1551] Merge Animatorは、遷移のない単一のstateを持つブレンドツリーのレイヤーに対して常にWDをONに設定します。

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@ -10,6 +10,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
### Added
### Fixed
- [#1553] Reactive components might generate states with incorrect write default settings
### Changed
- [#1551] Merge Animator will always set WD ON for single-state blendtree layers with no any state transitions.

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@ -12,6 +12,7 @@ Modular Avatarの主な変更点をこのファイルで記録しています。
- (実験的機能) VRC以外のプラットフォームのサポートを有効化
### Fixed
- [#1553] リアクティブコンポーネントが生成するステートに、WD設定が正しくない問題を修正
### Changed
- [#1551] Merge Animatorは、遷移のない単一のstateを持つブレンドツリーのレイヤーに対して常にWDをONに設定します。

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@ -14,6 +14,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- (Experimental feature) Enabled support for non-VRC platforms
### Fixed
- [#1553] Reactive components might generate states with incorrect write default settings
### Changed
- [#1551] Merge Animator will always set WD ON for single-state blendtree layers with no any state transitions.

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@ -114,19 +114,27 @@ namespace nadena.dev.modular_avatar.core.editor
// We'll now continue processing the rest as normal.
}
var writeDefaults = AnalyzeLayerWriteDefaults(controller);
foreach (var component in sorted)
{
MergeSingle(context, controller, component, writeDefaults);
}
}
internal static bool? AnalyzeLayerWriteDefaults(VirtualAnimatorController controller)
{
bool? writeDefaults = null;
var wdStateCounter = controller.Layers.SelectMany(l => l.StateMachine.AllStates())
var wdStateCounter = controller.Layers
.Where(l => !IsWriteDefaultsSafeLayer(l))
.SelectMany(l => l.StateMachine.AllStates())
.Select(s => s.WriteDefaultValues)
.GroupBy(b => b)
.ToDictionary(g => g.Key, g => g.Count());
if (wdStateCounter.Count == 1) writeDefaults = wdStateCounter.First().Key;
foreach (var component in sorted)
{
MergeSingle(context, controller, component, writeDefaults);
}
return writeDefaults;
}
private void MergeSingle(BuildContext context, VirtualAnimatorController targetController,
@ -208,7 +216,7 @@ namespace nadena.dev.modular_avatar.core.editor
Object.DestroyImmediate(merge);
}
private bool IsWriteDefaultsSafeLayer(VirtualLayer virtualLayer)
private static bool IsWriteDefaultsSafeLayer(VirtualLayer virtualLayer)
{
if (virtualLayer.BlendingMode == AnimatorLayerBlendingMode.Additive) return true;
var sm = virtualLayer.StateMachine;

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@ -40,13 +40,11 @@ namespace nadena.dev.modular_avatar.core.editor
// Having a WD OFF layer after WD ON layers can break WD. We match the behavior of the existing states,
// and if mixed, use WD ON to maximize compatibility.
var asc = context.Extension<AnimatorServicesContext>();
_writeDefaults = asc.ControllerContext.Controllers[VRCAvatarDescriptor.AnimLayerType.FX]?.Layers.Any(
l => l.StateMachine.StateMachines.Any(
sm => sm.StateMachine.AllStates().Any(
s => s.WriteDefaultValues && s.Motion is not VirtualBlendTree
)
)
) ?? true;
var fxLayer = asc.ControllerContext.Controllers[VRCAvatarDescriptor.AnimLayerType.FX];
if (fxLayer != null)
{
_writeDefaults = MergeAnimatorProcessor.AnalyzeLayerWriteDefaults(fxLayer) ?? true;
}
var analysis = new ReactiveObjectAnalyzer(context).Analyze(context.AvatarRootObject);

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@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using modular_avatar_tests;
using nadena.dev.modular_avatar.core.editor;
using NUnit.Framework;
using UnityEditor.Animations;
using UnityEngine;
using VRC.SDK3.Avatars.Components;
public class ReactiveComponentWriteDefaultsTest : TestBase
{
[Test]
public void RCObjectWriteDefaults([Values("rc_wd_on.controller", "rc_wd_off.controller")] string controllerPath)
{
var root = CreatePrefab("rc_wd.prefab");
var avDesc = root.GetComponent<VRCAvatarDescriptor>();
var controller = LoadAsset<AnimatorController>(controllerPath);
var baseLayers = avDesc.baseAnimationLayers;
for (int i = 0; i < baseLayers.Length; i++)
{
baseLayers[i].animatorController = controller;
baseLayers[i].isDefault = false;
}
avDesc.baseAnimationLayers = baseLayers;
avDesc.customizeAnimationLayers = true;
AvatarProcessor.ProcessAvatar(root);
var fx = findFxLayer(root, "RC MA Responsive: GameObject");
Assert.AreEqual(
controllerPath.StartsWith("rc_wd_on"),
fx.stateMachine.defaultState.writeDefaultValues
);
}
}

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