public void UploadInputObjectTransforms(HEU_SessionBase session) { // Only need to upload Mesh inputs, since HDA inputs don't upload transform if (_nodeID == HEU_Defines.HAPI_INVALID_PARM_ID || _inputObjectType != InputObjectType.UNITY_MESH) { return; } int numInputs = GetConnectedInputCount(); for (int i = 0; i < numInputs; ++i) { HAPI_NodeId connectedNodeID = GetConnectedNodeID(i); if (connectedNodeID != HEU_Defines.HEU_INVALID_NODE_ID && _inputObjects[i]._gameObject != null) { HEU_InputUtility.UploadInputObjectTransform(session, _inputObjects[i], connectedNodeID, _keepWorldTransform); } } }
public bool UploadInputObjectTransforms(HEU_SessionBase session) { if (_nodeID == HEU_Defines.HAPI_INVALID_PARM_ID) { return false; } if (_inputObjectType != InputObjectType.UNITY_MESH) { return false; } for (int i = 0; i < _inputObjects.Count; ++i) { if(_inputObjects[i]._gameObject == null) { continue; } HEU_InputUtility.UploadInputObjectTransform(session, _inputObjects[i], _inputObjectsConnectedAssetIDs[i], _keepWorldTransform); } return false; }