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Improvements to debug messages relating to invalid components

Open darizard opened this issue 1 year ago • 1 comments

I had an avatar with some invalid components hidden away within its way-too-deep hierarchy and I found it extremely useful to add component.gameObject.name to the debug output in AvatarCheck.cs around line 252 so that I could find the offending script (in this case it was a VRCPhysBone).

I was wondering if you would consider adding something like this to the debug output.

darizard avatar Dec 07 '22 20:12 darizard