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| using UnityEngine; | |
| using UnityEditor; | |
| using System.Collections.Generic; | |
| using System.Linq; | |
| //sorts transform bone indexes in skinned mesh renderers so that we can swap skinned meshes at runtime | |
| public class AssetPostProcessorReorderBonesEditor : AssetPostprocessor | |
| { | |
| private string targetObjectName = "object-name-here"; | |
| private List<string> CorrectBoneOrder = new List<string> { |