Expose "Activate" button procedure of VRCConstraint components to API
available in future release
kb10uy
In UnityEditor, VRCConstraint component inspectors have "Activate" and "Zero" buttons, which calculate rest value and offset value internally. When it comes to adding them from C# script, we have to calculate offset value manually since the "Activate" method is not public in API.
The calculation process is not obvious and a bit complicated, so providing existing implementation may be helpful. Is it possible to expose the procedure as a public method like “ActivateAndPreserveOffset”?
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available in future release
Dexvoid
tracked
We can look at adding methods for triggering Activate and Zero programatically. Keep in mind that these functions behave differently between edit mode and play mode. For the case you're describing, you'll likely only want to use them in edit mode.
kb10uy
Dexvoid
> For the case you're describing, you'll likely only want to use them in edit mode.
Yes, I was thinking of only that case.
It seems enough that those methods are available in edit mode, for constructing avatar GameObject before build and upload.