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https://github.com/bdunderscore/modular-avatar.git
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3b067e4664
* Disable compilation for use in Unity 6 (6000.0.20f1): - Do not compile some classes and code paths in non-VRChat projects. - This has been tested in Unity 6 (6000.0.20f1). * Fix hide internal components in Unity 6: - [AddComponentMenu("")] does not work in Unity 6. - Replace it with [AddComponentMenu("/")] - This alternative is confirmed to also work in Unity 2022. --------- Co-authored-by: Haï~ <hai-vr@users.noreply.github.com> Co-authored-by: bd_ <bd_@nadena.dev>
44 lines
1.4 KiB
C#
44 lines
1.4 KiB
C#
#if UNITY_EDITOR
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using UnityEngine;
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#if MA_VRCSDK3_AVATARS
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using VRC.SDKBase;
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#endif
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namespace nadena.dev.modular_avatar.core
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{
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/// <summary>
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/// This component was previously used to trigger avatar processing when entering play mode. This functionality has
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/// moved to NDMF, so we leave here a stub to clean up detritus left behind from older versions of MA.
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/// We create it on a hidden object via AvatarTagObject's OnValidate, and it will proceed to add MAAvatarActivator
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/// components to all avatar roots which contain MA components. This MAAvatarActivator component then performs MA
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/// processing on Awake.
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///
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/// Note that we do not directly process the avatars from MAActivator. This is to avoid processing avatars that are
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/// initially inactive in the scene (which can have high overhead if the user has a lot of inactive avatars in the
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/// scene).
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/// </summary>
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[AddComponentMenu("/")]
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[ExecuteInEditMode]
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[DefaultExecutionOrder(-9998)]
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public class Activator : MonoBehaviour, IEditorOnly
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{
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private void Update()
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{
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UnityEngine.Object.DestroyImmediate(gameObject);
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}
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}
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[AddComponentMenu("/")]
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[ExecuteInEditMode]
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[DefaultExecutionOrder(-9997)]
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public class AvatarActivator : MonoBehaviour, IEditorOnly
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{
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private void Update()
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{
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DestroyImmediate(this);
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}
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}
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}
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#endif |