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Escartem
commented
Apr 25, 2026
Owner
Your pr is marking full file diffs instead of specific lines so it'll take a bit of time to review everything
yarik0chka
commented
May 17, 2026
Contributor
@E2Nya you could just add the logic here
AnimeStudio/AnimeStudio/AssetsManager.cs
Lines 759 to 785 in 80dd8d9
switch (m_Component)
{
case Transform m_Transform:
Logger.Verbose($"Fetched Transform component with {m_Transform.m_PathID} in file {m_Transform.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_Transform = m_Transform;
break;
case MeshRenderer m_MeshRenderer:
Logger.Verbose($"Fetched MeshRenderer component with {m_MeshRenderer.m_PathID} in file {m_MeshRenderer.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_MeshRenderer = m_MeshRenderer;
break;
case MeshFilter m_MeshFilter:
Logger.Verbose($"Fetched MeshFilter component with {m_MeshFilter.m_PathID} in file {m_MeshFilter.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_MeshFilter = m_MeshFilter;
break;
case SkinnedMeshRenderer m_SkinnedMeshRenderer:
Logger.Verbose($"Fetched SkinnedMeshRenderer component with {m_SkinnedMeshRenderer.m_PathID} in file {m_SkinnedMeshRenderer.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_SkinnedMeshRenderer = m_SkinnedMeshRenderer;
break;
case Animator m_Animator:
Logger.Verbose($"Fetched Animator component with {m_Animator.m_PathID} in file {m_Animator.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_Animator = m_Animator;
break;
case Animation m_Animation:
Logger.Verbose($"Fetched Animation component with {m_Animation.m_PathID} in file {m_Animation.assetsFile.fileName}, assigning to GameObject components...");
m_GameObject.m_Animation = m_Animation;
break;
}
m_SkinnedMeshRenderer is missing)like
case MonoBehaviour { Name: "MonoSkinnedMeshTessellationDataHolder" } m_MonoBehaviour: m_MonoBehaviour.reader.Reset(); Logger.Verbose($"Fetched MonoBehaviour:MonoSkinnedMeshTessellationDataHolder component with {m_MonoBehaviour.m_PathID} in file {m_MonoBehaviour.assetsFile.fileName}, assigning to GameObject components..."); var skinnedMeshTessellationDataPPtr = new MonoSkinnedMeshTessellationDataHolder(m_MonoBehaviour.reader); skinnedMeshTessellationDataPPtr.data.TryGet(out var skinnedMeshTessellationData); if (skinnedMeshTessellationData != null && m_GameObject.m_SkinnedMeshRenderer != null) m_GameObject.m_SkinnedMeshRenderer.m_Mesh = skinnedMeshTessellationData.m_OriginalMesh; break;
public class MonoSkinnedMeshTessellationDataHolder : MonoBehaviour { public PPtr<SkinnedMeshTessellationData> data; public MonoSkinnedMeshTessellationDataHolder(ObjectReader reader) : base(reader) { data = new PPtr<SkinnedMeshTessellationData>(reader); } }
for reference:
public class MonoSkinnedMeshTessellationDataHolder : MonoBehaviour, F1F916908CD2C439 { // Fields public SkinnedMeshTessellationData data; public E859E4646D4CC5B9 mode; public FA2BDE3254709489 screenLengthMinThreshold; public FA2BDE3254709489 screenLengthMaxThreshold; public FA2BDE3254709489 grazingAngleMaxThreshold; public FA2BDE3254709489 smoothDistanceBegin; public FA2BDE3254709489 smoothDistanceEnd; public FA2BDE3254709489 importanceBias; public FA2BDE3254709489 importanceScale; public FA2BDE3254709489 maxImportance; public BE4CD025D7274026 cost; private AB4B4A429565C246 BA5FBAE68547DFBE; private SkinnedMeshRenderer B8D4A82A4FEB196B; } public enum E859E4646D4CC5B9 { // Fields public AB4B4A429565C246 value__; public const E859E4646D4CC5B9 Never = 0; public const E859E4646D4CC5B9 Always = 1; public const E859E4646D4CC5B9 Adaptive = 2; public const E859E4646D4CC5B9 Aggressive = 3; }
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HNA CB2 support has been added