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