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not using assetdatabase copyasset for non fx layers #43

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Neuru5278
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Non FX layers are being copied and assigned incorrectly when they are sub-assets. This is caused by running it after a manual bake on a modular avatar.

Non FX layers are being copied and assigned incorrectly when they are sub-assets.
This is caused by running it after a manual bake on a modular avatar.
@d4rkc0d3r
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I used to do that but it broke gogo loco which is why I reverted back to use AssetDatabase.CopyAsset() for non fx layers, see: 1c55ca9

@Neuru5278
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What kind of issues will this fix cause with gogo loco?

@d4rkc0d3r
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My friend:

I think your layer merger fucks up GoGo locomotion
seems like something gets fucked when you jump
hips get stuck rotated oddly
looks like it's related to the falling animation
since small jump worlds, I can't get it to trigger
and if I disable falling animations in GoGo, it no longer breaks
so that's definitely the place to look

Me:

I'll make a test version for you real quick that does the old animator copy for the non fx layers to see if its really that part that breaks

My friend:

no more break

That said, I could check if AssetDatabase.IsSubAsset() is true and only then do it the other way.

@d4rkc0d3r
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v2.3.2 now uses the deep copy instead of AssetDatabase.CopyAsset if the controller is a sub asset

@d4rkc0d3r d4rkc0d3r closed this Jul 29, 2023
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2 participants