public void ForceSkeleton()
        {
            forcedSlotBones = true;
            SkeletonTools.ForceSkeleton(RaceSMR, SlotSMR);
            ForceButton.gameObject.SetActive(false);
#if UNITY_EDITOR
            if (slotAssetPath.EndsWith(".fbx", System.StringComparison.InvariantCultureIgnoreCase))
            {
                PrefabUtility.CreatePrefab(AssetDatabase.GenerateUniqueAssetPath(slotAssetPath.Substring(0, slotAssetPath.Length - 4) + ".prefab"), SlotGO);
            }
#endif
        }
        private void PerformValidation()
        {
            string ValidateDescription;
            var    validateResult = SkeletonTools.ValidateSlot(RaceSMR, SlotSMR, out ValidateDescription);

            resultText.text = ValidateDescription;
            switch (validateResult)
            {
            case SkeletonTools.ValidateResult.InvalidScale:
                Selection.activeObject = slotAsset;
                ForceButton.gameObject.SetActive(false);
                break;

            case SkeletonTools.ValidateResult.Ok:
                ForceButton.gameObject.SetActive(false);
                break;

            case SkeletonTools.ValidateResult.SkeletonProblem:
                ForceButton.gameObject.SetActive(true);
                break;
            }
            SetPage(2);
        }
 public void ForceSkeleton()
 {
     forcedSlotBones = true;
     SkeletonTools.ForceSkeleton(RaceSMR, SlotSMR);
     ForceButton.gameObject.SetActive(false);
 }