fix: mesh processing aborts when encountering null sharedMesh

This commit is contained in:
bd_ 2023-01-24 21:41:33 +09:00
parent fb19fd6cc0
commit d1e047a3d2

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@ -85,6 +85,8 @@ namespace nadena.dev.modular_avatar.core.editor
foreach (var renderer in avatarGameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true))
{
if (renderer.sharedMesh == null) continue;
bool isRetargetable = false;
foreach (var bone in renderer.bones)
{