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fix(Runtime): Treat masks as optional in AddComponentsRuntime
Summary: If masks have not been set, the AddComponentsRuntime should check for that. Reviewed By: andkim-meta Differential Revision: D47301050 fbshipit-source-id: cc8fd04a97f4d30f3b4762f2c01f6ee283879be4
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Runtime/Scripts/Utils/AddComponentsRuntime.cs

Lines changed: 11 additions & 5 deletions
Original file line numberDiff line numberDiff line change
@@ -54,11 +54,17 @@ public static void SetupCharacterForAnimationRiggingRetargeting(
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// Add the retargeting and body tracking components at root first.
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RetargetingLayer retargetingLayer = AddMainRetargetingComponents(mainParent, disableAvatar);
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retargetingLayer.PositionsToCorrectLateUpdateComp = new AvatarMask();
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retargetingLayer.PositionsToCorrectLateUpdateComp.CopyOtherMaskBodyActiveValues(
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lateUpdateMask);
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retargetingLayer.MaskToSetToTPoseComp = new AvatarMask();
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retargetingLayer.MaskToSetToTPoseComp.CopyOtherMaskBodyActiveValues(tPoseMask);
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if (lateUpdateMask != null)
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{
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retargetingLayer.PositionsToCorrectLateUpdateComp = new AvatarMask();
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retargetingLayer.PositionsToCorrectLateUpdateComp.CopyOtherMaskBodyActiveValues(
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lateUpdateMask);
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}
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if (tPoseMask != null)
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{
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retargetingLayer.MaskToSetToTPoseComp = new AvatarMask();
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retargetingLayer.MaskToSetToTPoseComp.CopyOtherMaskBodyActiveValues(tPoseMask);
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}
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GameObject rigObject;
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RigBuilder rigBuilder;

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