Comments (4)
Thanks! This is a really good idea.
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Feature tags editir added, waiting merge.
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Updated the example as below to use the inbuilt pretty name system for classes
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foreach (var item in UMAEditorUtilities.FriendlyNames)
{
foreach (var subitem in Resources.FindObjectsOfTypeAll(item.Key ))
{
string tagName = "UMA-"+item.Value;
string[] currentLabels = AssetDatabase.GetLabels(subitem);
if (AddTheTags) ArrayUtility.Add<string>(ref currentLabels, tagName);
else ArrayUtility.Remove<string>(ref currentLabels, tagName);
AssetDatabase.SetLabels(subitem, currentLabels);
EditorUtility.SetDirty(subitem);
}
Seems pretty succinct for the guts
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Related Issues (20)
- Integrate xNode framework
- Create Base FBX for racedata (Optional)
- Updated Models
- New realistic textures for models
- Stylized UMA Characters
- Anime Style UMA Characters
- Remove need for context in prefab
- Convert Generator to Singleton
- New modular expression player
- Add UMA Slot Inspector.
- Remove bones that are no longer needed on the model, unless they are marked to keep. Do this without forcing the whole avatar to rebuild.
- FormatException: The input is not a valid Base-64 string as it contains a non-base 64 character, more than two padding characters, or an illegal character among the padding characters. HOT 2
- Exporting UMA textures / materials always results in a grey texture. HOT 3
- IndexOutOfRangeException when modifying Texture Channels in UMA Material HOT 4
- UMA Modifies Overlay and Slot Data Assets When Generating Addressables via Single Group
- Errors installing the UMA-2.13rc8 package into a new 2022.3.15f1 project HOT 2
- Unity 6 HDRP 17 UMA Skin Shader Errors
- Tag UMAKeepChain is not created in new Unity 6 Project HOT 3
- New UMA Material HDPipeline does not allow adding Texture Channels HOT 2
- male avatar has a piggynose HOT 1
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