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Commit a45472c

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pbosio
authored
fix: sdk6 colliders and gltf visibility (#5549)
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lines changed
  • unity-renderer/Assets/Scripts/MainScripts/DCL/Components/BaseShape

1 file changed

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lines changed

unity-renderer/Assets/Scripts/MainScripts/DCL/Components/BaseShape/BaseShape.cs

Lines changed: 3 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -68,18 +68,17 @@ public static void ConfigureVisibility(GameObject meshGameObject, bool shouldBeV
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if (meshRenderers == null)
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meshRenderers = meshGameObject.GetComponentsInChildren<Renderer>(true);
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71-
Collider onPointerEventCollider;
72-
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for (var i = 0; i < meshRenderers.Length; i++)
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{
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if (meshRenderers[i] == null)
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continue;
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meshRenderers[i].enabled = shouldBeVisible;
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Transform meshRendererT = meshRenderers[i].transform;
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80-
if (meshRenderers[i].transform.childCount > 0)
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for (int j = 0; j < meshRendererT.transform.childCount; j++)
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{
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onPointerEventCollider = meshRenderers[i].transform.GetChild(0).GetComponent<Collider>();
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Collider onPointerEventCollider = meshRendererT.GetChild(j).GetComponent<Collider>();
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if (onPointerEventCollider != null && onPointerEventCollider.gameObject.layer == PhysicsLayers.onPointerEventLayer)
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onPointerEventCollider.enabled = shouldBeVisible;

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