public void SetAssetInterface(AssetInterface asset) { // Assign the new asset if (asset == null) { m_assetInterface = null; m_actorInterface.SetAsset(HVR.Interface.Types.INVALID_HANDLE); } else { m_assetInterface = asset; m_actorInterface.SetAsset(m_assetInterface.handle); // Always update the transform after setting a new asset - Tom UpdateTransform(); } // If the suborutinestack has any shaders, we need to set them again after the asset has changed if (m_subroutineStack.GetShaderArray().Length > 0) { m_forceUpdateSubroutines = true; } }