private static bool IsUpright(GameObject model) { Transform[] componentsInChildren = model.GetComponentsInChildren <Transform>(true); foreach (Transform transform in componentsInChildren) { if (transform.localRotation != Quaternion.identity && ValidatorData.GetMesh(transform)) { return(false); } } return(true); }
private static bool IsUpright(GameObject model) { Transform[] componentsInChildren = model.GetComponentsInChildren <Transform>(true); for (int i = 0; i < (int)componentsInChildren.Length; i++) { Transform transforms = componentsInChildren[i]; if (transforms.localRotation != Quaternion.identity && ValidatorData.GetMesh(transforms)) { return(false); } } return(true); }