fix: Performance improvements for triggering emotes #5987
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
What does this PR change?
AvatarModel
changes, which is produced after any emote being triggered:Before:
After:
The remaining
380 B
comes from an intended data copy which its intent is not documented.How to test the changes?
Our Code Review Standards
https://github.com/decentraland/unity-renderer/blob/master/docs/code-review-standards.md
Copilot summary
🤖[deprecated] Generated by Copilot at 8fa6e9c
The pull request improves the avatar system by adding and using a
baseAvatarReferences
component that stores the base avatar data, and by simplifying and optimizing the code for the avatar anchors, expressions, and emotes. It also removes unused or redundant code and parameters, and follows the coding style conventions. The changes affect several files, such asAvatarShape.cs
,AvatarAnchorPoints.cs
,AvatarAnimatorLegacy.cs
, andAvatarSceneEmoteHandler.cs
, as well as theAvatarShape.prefab
asset and theAvatarSceneEmoteHandlerShould.cs
test file.