Ends up it wasn't necessary and caused a bug if an avatar wasn't present on the model
var animator = entityGameObject.transform.GetComponentInChildren<Animator>();
if (animator != null)
{
var avatar = animator.avatar;
if (avatar.isValid && avatar.isHuman)
cached.animator = animator;
cached.status = true;
}
foreach (var joint in entityGameObject.transform.GetComponentsInChildren<JointLabel>())