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fix: ACC
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Assets/UnityBox.unity

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@@ -18116,6 +18116,12 @@ MonoBehaviour:
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name: dance_loop
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- hash: 877246816
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name: Afk Init
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- hash: -268247177
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name: Empty
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- hash: 320039515
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name: Local
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- hash: 589858999
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name: NonLocal
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autoFootsteps: 1
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autoLocomotion: 1
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collider_head:
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# Changelog
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## [0.1.1] - 2026-02-23
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### Fixed
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- 修复服装变体未能正确识别的问题:移除 `Scanner.FindOutfits` 中对兄弟节点的 `HasMeshChild` 额外检查,恢复与原始实现一致的变体检测逻辑。深层嵌套 Mesh 的变体现在可以被正确发现。
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## [0.1.0] - Initial Release
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### Added
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- 从 CostumesRoot 层级结构自动扫描服装、变体和部件
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- 编辑器窗口预览与勾选控制
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- 自动生成 Modular Avatar 菜单和 Animator Controller
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- 部件独立开关控制(Parts Control)
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- 混搭模式(Custom Mixer)
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- 默认服装自动识别(按关键词匹配)
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- 忽略名称过滤

Assets/UnityBox/AdvancedCostumeController/Editor/Scanner.cs

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@@ -47,15 +47,16 @@ public static List<OutfitData> FindOutfits(GameObject costumesRoot, HashSet<stri
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if (processedBases.Contains(outfitBase.gameObject)) continue;
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processedBases.Add(outfitBase.gameObject);
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// 查找变体(同级的其他节点,必须也包含 Mesh 子节点才视为变体
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// 查找变体(同级的其他节点)
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var variants = new List<GameObject>();
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var outfitParent = outfitBase.parent;
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// 只有当父节点存在且不是根节点时才查找变体
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if (outfitParent != null && outfitParent.gameObject != costumesRoot)
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{
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for (int i = 0; i < outfitParent.childCount; i++)
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{
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var sibling = outfitParent.GetChild(i);
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if (sibling != outfitBase && !Utils.IsNameIgnored(sibling.name, ignoreSet) && HasMeshChild(sibling))
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if (sibling != outfitBase && !Utils.IsNameIgnored(sibling.name, ignoreSet))
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variants.Add(sibling.gameObject);
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}
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}

Assets/UnityBox/AdvancedCostumeController/package.json

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{
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"name": "top.sealoong.unitybox.advanced-costume-controller",
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"displayName": "Advanced Costume Controller",
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"version": "0.1.0",
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"version": "0.1.1",
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"description": "A VRChat avatar editor tool for quickly setting up costume/outfit switching with Modular Avatar menus and animations.",
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"unity": "2022.3",
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"author": {

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