From 3e9594925bd6ed10fe23bf415ffaa8743a0d1df6 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?M=CC=B5=CD=9D=CC=85=CC=8F=CC=8E=CC=9E=CC=97=CC=9D=CC=BCO?= =?UTF-8?q?=CC=B4=CC=87=CC=8A=CC=83=CC=8B=CC=80=CC=9D=CC=BBO=CC=B7=CC=83?= =?UTF-8?q?=CD=8B=CC=BCN=CC=B8=CC=BF=CD=9C=CC=A9=20=CC=B6=CD=92=CC=9C?= =?UTF-8?q?=CC=A0=CC=B9=CC=BC=CC=A9?= Date: Fri, 22 Apr 2022 01:37:00 -0700 Subject: [PATCH 1/2] Set bone to name in action instead of entire bone Right now when trying to mount the dragon, there is a buffer overflow error because wsrtc is trying to serialize the entire bone. We really just want the bone name, I think, and indeed these seems to work alright for us in the app. --- type_templates/glb.js | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/type_templates/glb.js b/type_templates/glb.js index a829ed6..4afb6c9 100644 --- a/type_templates/glb.js +++ b/type_templates/glb.js @@ -271,7 +271,7 @@ export default e => { const {instanceId} = app; const localPlayer = useLocalPlayer(); - const rideBone = sitSpec.sitBone ? rideMesh.skeleton.bones.find(bone => bone.name === sitSpec.sitBone) : null; + const rideBone = sitSpec.sitBone ? rideMesh.skeleton.bones.find(bone => bone.name === sitSpec.sitBone).name : null; const sitAction = { type: 'sit', time: 0, @@ -330,4 +330,4 @@ export const contentId = ${this.contentId}; export const name = ${this.name}; export const description = ${this.description}; export const type = 'glb'; -export const components = ${this.components}; \ No newline at end of file +export const components = ${this.components}; From a310ce16016a81ad8bb156ac1b2036688ed1235f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?M=CC=B5=CD=9D=CC=85=CC=8F=CC=8E=CC=9E=CC=97=CC=9D=CC=BCO?= =?UTF-8?q?=CC=B4=CC=87=CC=8A=CC=83=CC=8B=CC=80=CC=9D=CC=BBO=CC=B7=CC=83?= =?UTF-8?q?=CD=8B=CC=BCN=CC=B8=CC=BF=CD=9C=CC=A9=20=CC=B6=CD=92=CC=9C?= =?UTF-8?q?=CC=A0=CC=B9=CC=BC=CC=A9?= Date: Sat, 23 Apr 2022 19:56:30 -0700 Subject: [PATCH 2/2] Update glb.js