Prevent pipeline manager ID from exporting
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lackofbindings
Something that takes a lot of time when publishing avatar bases for my customers is going through every variant (pc, quest etc.) and ensuring that the pipeline manager is cleared before exporting the unitypackage.
Is it possible somehow to restructure the pipeline manager so that the id is saved in the editor or something instead of in the scene/prefab.
I feel like this could also greatly help with confusion around the pipeline ID since it really should be in the SDK UI instead of having to go back and forth between the SDK and the object to change an avatar ID.
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