diff --git a/Packages/UniGLTF/Runtime/UniHumanoid/HumanoidLoader.cs b/Packages/UniGLTF/Runtime/UniHumanoid/HumanoidLoader.cs
index db3b5329d..d118f2caa 100644
--- a/Packages/UniGLTF/Runtime/UniHumanoid/HumanoidLoader.cs
+++ b/Packages/UniGLTF/Runtime/UniHumanoid/HumanoidLoader.cs
@@ -1,6 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using System.Threading.Tasks;
+using UniGLTF;
using UniGLTF.Utils;
using UnityEngine;
@@ -51,14 +53,16 @@ namespace UniHumanoid
x => x);
///
- /// Avatar を保持する既存の Animatorヒエラルキーの Transform を変更したのちに、
- /// HumanBone のマッピングを流用して、新たな Avatar を作り直す。
- /// 古い Avatar は破棄する。
+ /// Recreates an animiator's humanoid avatar.
+ /// The old Avatar is discarded.
///
- ///
- /// This method runs asynchronously only in play mode.
- ///
- public static async Awaitable RebuildHumanAvatar(Animator animator)
+ public static void RebuildHumanAvatar(Animator animator)
+ {
+ var task = RebuildHumanAvatarAsync(animator, new ImmediateCaller());
+ task.Wait();
+ }
+
+ public static async Task RebuildHumanAvatarAsync(Animator animator, IAwaitCaller awaitCaller)
{
if (animator == null)
{
@@ -76,19 +80,22 @@ namespace UniHumanoid
newAvatar.name = "re-created";
// var newAvatar = LoadHumanoidAvatarFromAnimator(animator);
- // Animator.avatar を代入したときに副作用でTransformが変更されるのを回避するために削除します。
+ // 1. Delete this to avoid changing Transform as a side effect when assigning Animator.avatar.
if (Application.isPlaying)
{
GameObject.Destroy(animator);
+ // https://github.com/vrm-c/UniVRM/pull/2764
+ // Require IAwaitCaller that has NextFrame capability. RuntimeOnlyAwaitCaller etc. not ImmediateCaller.
// Else, the following AddComponent call will fail.
- await Awaitable.NextFrameAsync();
+ await awaitCaller.NextFrame();
}
else
{
GameObject.DestroyImmediate(animator);
}
- // 新たに AddComponent する
+
+ // 2. Attach a new one
target.AddComponent().avatar = newAvatar;
}
}
diff --git a/Packages/VRM/Runtime/SkinnedMeshUtility/VRMBoneNormalizer.cs b/Packages/VRM/Runtime/SkinnedMeshUtility/VRMBoneNormalizer.cs
index 5d0762c06..c03838d28 100644
--- a/Packages/VRM/Runtime/SkinnedMeshUtility/VRMBoneNormalizer.cs
+++ b/Packages/VRM/Runtime/SkinnedMeshUtility/VRMBoneNormalizer.cs
@@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Linq;
+using System.Threading.Tasks;
using UniGLTF;
using UniGLTF.MeshUtility;
using UniGLTF.Utils;
@@ -53,10 +54,13 @@ namespace VRM
/// 対象モデルのルート
/// 強制的にT-Pose化するか
/// BlendShape の現状をbakeするか
- ///
- /// This method runs asynchronously only in play mode.
- ///
- public static async Awaitable Execute(GameObject go, bool forceTPose, bool useCurrentBlendShapeWeight)
+ public static void Execute(GameObject go, bool forceTPose, bool useCurrentBlendShapeWeight)
+ {
+ var task = ExecuteAsync(go, forceTPose, useCurrentBlendShapeWeight, new ImmediateCaller());
+ task.Wait();
+ }
+
+ public static async Task ExecuteAsync(GameObject go, bool forceTPose, bool useCurrentBlendShapeWeight, IAwaitCaller awaitCaller)
{
if (forceTPose)
{
@@ -86,7 +90,7 @@ namespace VRM
// 回転とスケールが除去された新しいヒエラルキーからAvatarを作る
if (go.TryGetComponent(out var animator))
{
- await HumanoidLoader.RebuildHumanAvatar(animator);
+ await HumanoidLoader.RebuildHumanAvatarAsync(animator, awaitCaller);
}
}