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rats's Issues

Changing Multiple Animations Reference Path

I am looking to change refence path for many animations. When multi-selecting the animations it only does the first blend shape keys reference path but not for other animations.

image

Empty Layers are considered WD Off

Animator layers that do not contain any states are considered WD Off by the visual WD indicator below the animator graph (that states the WD for the entire controller).

Thus, even if all states in a controller are WD On, if there is an empty layer such as the common case of default Base Layers at the top, the controller will be considered Mixed by this visual indicator.

Add an excerpt in documentation to reflect install with U#

UdonSharp contains the 0harmony.dll in its folder by default Assets/UdonSharp/Runtime/Plugins/0Harmony.dll.

While I do think this is bad practice as it is a shared library, the readme / documentation could reflect this as it will break projects when importing your harmony package on top of it.

Edit: Reported to U#, as this is more of an issue on their side. See here

please always tag a new release when fixing bugs or doing changes

in 1.1.2 there was a bug and you just pushed something right after in another commit without bumping version and tagging. The last git tag sits on the commit before the fix still, which breaks things like OpenUPM packaging
I understand, that the primary distribution of RATS goes through the VCC, or as download from releases, but I would really like OpenUPM to have the latest changes too, currently i have to stay on 1.1.1 in order to avoid the script compilation errors.
image


PS:
in the long term, it would also be cool if RATS had com.needle.editorpatching as dependency, so that installing harmony through (Open)UPM is automatic. I have no idea if that would interfere with the VCC though, probably not, but i can't expect you to add a dependency for this niche usecase.

Feature: Blendtree Asset Exporting & Creation

Blendtrees made in the animator cannot be utilized outside the source animator unless copy pasted. That's painful because changes will not propagate. An option to export the selected blendtree as a standalone asset would be very nice.

Asset Blendtrees available in the right click create menu might also be appreciated.
image

Some code @rurre assembled for specifically that a bit ago:

//Original from VRCAvatars3Tools by gatosyocora
//Simplified for just Blend Trees by Pumkin

using System.IO;
using UnityEditor;
using UnityEditor.Animations;

namespace CreateBlendTree
{
    public class CreateBlendTree : Editor
    {
        [MenuItem("Assets/Create/BlendTree", priority = 411)]
        private static void CreateNewBlendTree()
        {
            var folder = Selection.activeObject;
            var folderPath = AssetDatabase.GetAssetPath(folder);
            var assetPath = AssetDatabase.GenerateUniqueAssetPath(Path.Combine(folderPath, "BlendTree.asset"));

            var asset = new BlendTree
            {
                name = Path.GetFileNameWithoutExtension(assetPath)
            };
            AssetDatabase.CreateAsset(asset, assetPath);
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();

            Selection.activeObject = asset;
        }
    }
}

Match Custom node Style size to default size

Currently the custom node style is slightly larger than the default style meaning the nodes don't look properly snapped when using grid snapping.
Comparisons:

Default Custom
image image
image image
image image
image image

I tried modifying the PSD myself, but I think gimp is not having a great time there, and i don't have or want to use photoshop.

I do generally prefer the flat style of the custom nodes, but them being too big triggers my OCD.. >.<

Breaks in Android build mode

The UI breaks when in Android (Quest) build mode.

Not sure if it is related but I saw the following warning in the console:
[RATS v1.1.2] 0Harmony.dll not found - Patches Skipped!

Image of the issue:
image

[Feature Request] Right Click option to change animator parameter Type

Its maybe not a very common thing to do, but I sometimes end up refactoring some thing on my avatar and need to convert some parameter from a float to int, or the other way around, (e.g. to use it in blendtrees).
Currently I go in the file and find the parameter there using n++ and change the type enum number manually. I think this would be in the scope of this, if i encounter it more I might PR it myself too.

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