Make sure the VRC constraint only applies on VRChat avatars

This commit is contained in:
JLChnToZ 2024-10-30 23:03:21 +08:00
parent 7a1637f4ce
commit be780dceee

View File

@ -87,6 +87,10 @@ namespace nadena.dev.modular_avatar.core.editor
obj.transform.localScale = Vector3.one;
#if MA_VRCSDK3_AVATARS_3_7_0_OR_NEWER
var isVrcAvatar = avatarRoot.TryGetComponent(out VRC.SDKBase.VRC_AvatarDescriptor _);
if (isVrcAvatar)
{
var constraint = obj.AddComponent(
System.Type.GetType("VRC.SDK3.Dynamics.Constraint.Components.VRCParentConstraint, VRC.SDK3.Dynamics.Constraint")
) as VRC.Dynamics.ManagedTypes.VRCParentConstraintBase;
@ -99,7 +103,10 @@ namespace nadena.dev.modular_avatar.core.editor
constraint.AffectsRotationY = true;
constraint.AffectsRotationZ = true;
constraint.FreezeToWorld = true;
#else
}
else
#endif
{
var constraint = obj.AddComponent<ParentConstraint>();
constraint.AddSource(new ConstraintSource()
{
@ -110,7 +117,7 @@ namespace nadena.dev.modular_avatar.core.editor
constraint.locked = true;
constraint.rotationOffsets = new[] {Vector3.zero};
constraint.translationOffsets = new[] {Vector3.zero};
#endif
}
_proxy = obj.transform;