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CreateEmptyVRChatAvatar: Fast way to create a new empty VRChat avatar.
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/* | |
* CreateEmptyVRChatAvatar | |
* Fast way to create a new empty VRChat avatar. | |
* https://gist.github.com/anatawa12/2acd16939ef597895d8298ae97ba4122 | |
* | |
* Left Click hierarchy and select `Create Empty VRChat Avatar` to create a new empty VRChat avatar. | |
* | |
* Empty VRChat Avatr will have: | |
* - VRC Avatar Descriptor | |
* - Pipeline Manager | |
* - Animator | |
* | |
* MIT License | |
* | |
* Copyright (c) 2023 anatawa12 | |
* | |
* Permission is hereby granted, free of charge, to any person obtaining a copy | |
* of this software and associated documentation files (the "Software"), to deal | |
* in the Software without restriction, including without limitation the rights | |
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
* copies of the Software, and to permit persons to whom the Software is | |
* furnished to do so, subject to the following conditions: | |
* | |
* The above copyright notice and this permission notice shall be included in all | |
* copies or substantial portions of the Software. | |
* | |
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | |
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | |
* SOFTWARE. | |
*/ | |
#if UNITY_EDITOR && (!ANATAWA12_GISTS_VPM_PACKAGE || GIST_2acd16939ef597895d8298ae97ba4122) | |
using UnityEditor; | |
using UnityEngine; | |
using VRC.Core; | |
using VRC.SDK3.Avatars.Components; | |
namespace anatawa12.gists | |
{ | |
internal class CreateEmptyVRChatAvatar | |
{ | |
[MenuItem("GameObject/Create Empty VRChat Avatar", false, 0, secondaryPriority = 3)] | |
public static void Create(MenuCommand menuCommand) | |
{ | |
var parent = menuCommand.context as GameObject; | |
Place(ObjectFactory.CreateGameObject("GameObject", typeof(Animator), typeof(VRCAvatarDescriptor), typeof(PipelineManager)), parent); | |
} | |
internal static void Place(GameObject go, GameObject parent, bool ignoreSceneViewPosition = true) | |
{ | |
try | |
{ | |
// Use Unity-internal method to place the object in the scene. | |
// This is the same method that is used when creating objects through the UI. | |
typeof(Editor).Assembly | |
.GetType("UnityEditor.GOCreationCommands") | |
.GetMethod("Place", | |
System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.NonPublic, | |
null, | |
new[] {typeof(GameObject), typeof(GameObject), typeof(bool)}, | |
null)! | |
.Invoke(null, new object[] {go, parent, ignoreSceneViewPosition}); | |
} | |
catch | |
{ | |
// fallback: if parent is selected, use it as parent | |
if (parent != null) | |
{ | |
var transform = go.transform; | |
Undo.SetTransformParent(transform, parent.transform, "Reparenting"); | |
transform.localPosition = Vector3.zero; | |
transform.localRotation = Quaternion.identity; | |
transform.localScale = Vector3.one; | |
go.layer = parent.transform.gameObject.layer; | |
} | |
GameObjectUtility.EnsureUniqueNameForSibling(go); | |
Undo.SetCurrentGroupName("Create " + go.name); | |
Selection.activeGameObject = go; | |
} | |
} | |
} | |
} | |
#endif |
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