First nullpointer bug when no head bone is present in certain cases

This commit is contained in:
Pascal Serrarens 2022-01-19 14:40:57 +01:00
parent 77d28adc6d
commit 6f1517a34b

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@ -1130,7 +1130,12 @@ namespace Passer.Humanoid {
// With ChangeAvatar, the bone may be at a different height than wat setup in the scene // With ChangeAvatar, the bone may be at a different height than wat setup in the scene
// Therfore we need to use the target here // Therfore we need to use the target here
// I don't understand myself here. Using bone again // I don't understand myself here. Using bone again
Vector3 worldHeadEyeDelta = eyePosition - head.bone.transform.position; Vector3 worldHeadEyeDelta;
if (neck.bone.transform != null)
worldHeadEyeDelta = eyePosition - head.bone.transform.position;
else
worldHeadEyeDelta = eyePosition - head.target.transform.position;
Vector3 localHeadEyeDelta = Quaternion.AngleAxis(-head.target.transform.eulerAngles.y, Vector3.up) * worldHeadEyeDelta; Vector3 localHeadEyeDelta = Quaternion.AngleAxis(-head.target.transform.eulerAngles.y, Vector3.up) * worldHeadEyeDelta;
return localHeadEyeDelta; return localHeadEyeDelta;
} }