Inheritance: MonoBehaviour
    void Start()
    {
        xmlDoc = new XmlDocument();
        SlipStreamComponent = GameObject.FindObjectOfType <SlipStream>();
        SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived);

        if (origin == null)
        {
            origin = new GameObject("Origin").transform;
        }

        /* NEW CODE */
        multiSkeletonBones = new SkeletonBones[skeletonList.Count];

        nBones = skeletonBonesList.Count / skeletonList.Count;       // number of bones per skeleton (assuming they've the same amount)

        for (int i = 0; i < multiSkeletonBones.Length; i++)
        {
            multiSkeletonBones[i] = new SkeletonBones();
            multiSkeletonBones[i].skeletonBonesIDs         = new int[nBones];
            multiSkeletonBones[i].skeletonBonesNames       = new string[nBones];
            multiSkeletonBones[i].skeletonBonesPositions   = new Vector3[nBones];
            multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones];
        }
        /* END OF NEW CODE */
    }
    void Start()
    {
        xmlDoc= new XmlDocument();
        SlipStreamComponent = GameObject.FindObjectOfType<SlipStream>();
        SlipStreamComponent.PacketNotification += new PacketReceivedHandler(OnPacketReceived);

        if(origin == null) {
            origin = new GameObject("Origin").transform;
        }

        /* NEW CODE */
        multiSkeletonBones = new SkeletonBones[skeletonList.Count];

        nBones = skeletonBonesList.Count/skeletonList.Count; // number of bones per skeleton (assuming they've the same amount)

        for (int i = 0; i < multiSkeletonBones.Length; i++) {
            multiSkeletonBones[i] = new SkeletonBones();
            multiSkeletonBones[i].skeletonBonesIDs = new int[nBones];
            multiSkeletonBones[i].skeletonBonesNames = new string[nBones];
            multiSkeletonBones[i].skeletonBonesPositions = new Vector3[nBones];
            multiSkeletonBones[i].skeletonBonesQuaternions = new Quaternion[nBones];
        }
        /* END OF NEW CODE */
    }