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License: MIT License
Limb Hacker cuts skinned mesh characters in Unity3D.
License: MIT License
Hi, sorry for leaving this as an issue, but I haven't been able to reach anyone via suggested usual contact methods. I understand that this asset is a bit old, but I was hoping to find some more detailed information on how to best spawn some blood particles at the slice point. I've tried a few different things but nothing seems to be working for me. Any information would be extremely appreciated. Thank you! :)
Trying to hack limbs on the default MCS Character Male, two problems in LimbHackerAgent.cs
(https://assetstore.unity.com/packages/3d/characters/humanoids/mcs-male-45805)
When the character is naked there is a problem that is resolved by changing the DestroyImmediate(skinnedMeshRenderer);
to skinnedMeshRenderer.enabled = false;
The second problem is when you add the hair (included in the package) or any other cloth element to the character, this element will be set inactive by the line go.SetActive(shouldBePresent || thisIsTheSkinnedMeshRenderer);
. It shouldn't do that on both alfa/bravo character, I tried to tweak around the settings but it does not seems to be as easy as the first bug.
Any ideas how I could fix this problem ?
Thanks
InvalidOperationException: EnsureRunningOnMainThread can only be called from the main thread
UnityEngine.Object.EnsureRunningOnMainThread () (at :0)
UnityEngine.Object.GetInstanceID () (at :0)
UnityEngine.Object.IsNativeObjectAlive (UnityEngine.Object o) (at :0)
UnityEngine.Object.CompareBaseObjects (UnityEngine.Object lhs, UnityEngine.Object rhs) (at :0)
UnityEngine.Object.op_Inequality (UnityEngine.Object x, UnityEngine.Object y) (at :0)
NobleMuffins.LimbHacker.Guts.ThreadSafeHack.Slice (NobleMuffins.LimbHacker.Guts.JobSpecification jobSpec, NobleMuffins.LimbHacker.Guts.MeshSnapshot snapshot, System.Collections.Generic.ICollection1[T] alfaBuilder, System.Collections.Generic.ICollection
1[T] bravoBuilder) (at Assets/Imported/LimbHacker-master/Guts/ThreadSafeHack.cs:370)
NobleMuffins.LimbHacker.Guts.ThreadSafeHack.Slice (NobleMuffins.LimbHacker.Guts.JobState jobState) (at Assets/Imported/LimbHacker-master/Guts/ThreadSafeHack.cs:71)
NobleMuffins.LimbHacker.Guts.ThreadSafeHack.Slice (System.Object _jobState) (at Assets/Imported/LimbHacker-master/Guts/ThreadSafeHack.cs:49)
UnityEngine.Debug:LogException(Exception)
NobleMuffins.LimbHacker.Guts.ThreadSafeHack:Slice(Object) (at Assets/Imported/LimbHacker-master/Guts/ThreadSafeHack.cs:57)
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
The mesh slicer does not transfer blendshapes. I will try to integrate this.
Hey there,
I was wondering how the performance of this ends up? I own the Unity asset "Character Slicer" but am wanting to use whatever will end up performing best. It would probably end up being only about 10 at most that would be on screen at a time that would be severed as my game is an online RPG. Speaking of which, will this work on a networked game?
Thanks,
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