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GameObject newModel; |
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m_DrawFaceRays = GUILayout.Toggle(m_DrawFaceRays, "Draw Face Rays"); |
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GUILayout.Label(string.Format("Create Ears and Nose: {0}", m_ApiResult), EditorStyles.boldLabel); |
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GUILayout.Label(string.Format("Ears and Nose status: {0}", m_Status), EditorStyles.boldLabel); |
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if (m_CheckJoints) |
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break; |
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case 1: |
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GUILayout.Label("Character Validation", EditorStyles.whiteLargeLabel); |
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GUILayout.Label(string.Format("Validation for Character : {0}", m_ApiResult), EditorStyles.whiteLabel); |
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GUILayout.Label("Character Validation", EditorStyles.whiteLargeLabel); |
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GUILayout.Label(string.Format("Character is Human: {0}", animator.avatar.isHuman), EditorStyles.boldLabel); |
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GUILayout.Label(string.Format("Character is Valid: {0}", animator.avatar.isValid), EditorStyles.boldLabel); |
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GUILayout.Label(string.Format("Character has Human Avatar: {0}", animator.avatar.isHuman), EditorStyles.boldLabel); |
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GUILayout.Label(string.Format("Character has Valid Avatar: {0}", animator.avatar.isValid), EditorStyles.boldLabel); |
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GUILayout.Label(string.Format("Validation for Character : {0}", m_ApiResult), EditorStyles.whiteLabel); |
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if (GUILayout.Button("Validate Bones", GUILayout.Width(160))) |
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{ |
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