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[SDK 3.8.2-beta] Please provide changelog with technical words when it's hard to describe with normal words.
Please provide changelog with technical words when it's hard to describe with normal words. In SDK 3.8.2-beta.1, there's one fix described as "Added a validation error that prevents a humanoid avatar from being uploaded if it has a nested armature." and Nested Armature is described as "the root of the armature is not a direct child of the GameObject containing the avatar's animator." However, this is misrepresented or partially incorrect depending on the interpretation of "armature". There's no "armature" in the unity world (as far as I know and searched) but a few similar or related concepts. When I see the description, I came up with several hierarchy structures like: 1) Having independent FBX model with bone skinning inside an avatar. (If made with blender, typically contains GameObject named "Armature") 2) Having same FBX model as avatar root with removing no objects from root model hierarchy. (If the avatar is made with blender, typically contains GameObject named "Armature") 3) Moving the bone hierarchy (if the avatar is made with blender, typically contains GameObject named "Armature") to the child of new GameObject in the avatar. And I tested them and only last one is detected as "Nested Armature" This should means the error is shown if the avatar's root's Animator component's avatarRoot is not same as avatar's root. However, the description of the changelog, it's hard to know 1 and 2 are not the case. Therefore, could you add the technical description when it's hard to describe without them in addition to current description, for advanced avatar developers.
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available in future release

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