[Question] Compatibility with Unity Assetbundle Workflow
Environments (please complete the following information):
- UniVRM version:
0.117.0 - Unity version:
2022.3.9f1 - OS:
Windows 10
Context for my bug/issue/question
I am a modder trying to create a simple workflow to port VRM models into Lethal Company.
My method involves importing a .vrm file into the unity editor, migrating it to vrm 1 if necessary, performing some work on the prefab with no modification of the VRM scripts, packaging it into an assetbundle, and loading it in game via that assetbundle.
I have taken the scripts from the v0.117.0 VRM1 Unitypackage and compiled them into a single .dll (With the exception of Test and Editor scripts, which I left out), and I have modified the assembly definitions in the unitypackage to reference that .dll. As of this moment I can confirm that the game can access those scripts, and that all of the scripts are present in game on my prefab.
The bug/issue/question
While I can confirm that the VRM10Instance, VRM10SpringBoneJoint, VRM10SpringBoneCollider, etc... are all serializing correctly, Vrm10InstanceSpringBone does not serialize at all. Both Vrm10InstanceSpringBone.ColliderGroups and Vrm10InstanceSpringBone.Springs are empty lists, despite this VRM having populated lists in Unity, and the VRM10SpringBoneColliderGroups existing in the scene on the prefab.
Is this an issue regarding assetbundles in general, and if so is there any solution to the problem?
Since it is a normal class, it seems possible to serialize it. I don't know why.
This issue has been labeled as "stale" due to no response by the reporter within 1 month (and 7 days after last commented by someone). And it will be closed automatically 14 days later if not responded.
This issue has been closed due to no response within 14 days after labeled as "stale", 7 days after last reopened, and 7 days after last commented.