feat: builder mode support#53
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Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
fix: emotes in builder mode
lorenzo-ranciaffi
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Apr 9, 2026
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Left some comments, looks good otherwise
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lorenzo-ranciaffi
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Apr 10, 2026
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Thanks for addressing the comments 👍
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Summary
This pull request introduces several new features and improvements related to emote playback control and entity parsing, as well as some bug fixes and code cleanup. The main focus is on enhancing emote playback functionality (such as play, pause, seek, and sound control) and improving how base64-encoded entities are handled.
Emote Playback Controls and JS Bridge Integration:
EmoteAnimationController, including play, pause, resume, stop, seek (GoToEmote), enable/disable sound, and methods to query emote state (length, playing, sound presence). These are exposed via the JS bridge for integration with external UI or scripts. [1] [2] [3] [4] [5]OnEmoteLength,OnIsEmotePlaying,OnHasSound) to communicate emote state and control between Unity and the browser environment. [1] [2] [3]Entity and Metadata Parsing Improvements:
RawActiveEntityto properly parse base64-encoded entities, handling both wearables and emotes, and converting them into the standardActiveEntityformat. Updated the logic to distinguish emotes from wearables and fixed issues with empty/null classes. [1] [2]EntityDefinition.FromBase64to use the newRawActiveEntityparsing logic, improving reliability and maintainability.EntityDefinition.FromActiveEntitywhere the thumbnail could throw if not found, now safely handles missing thumbnails.Configuration and Feature Flags:
DisableFaceboolean property toAangConfiguration, including support for setting it via URL parameters, allowing facial features to be toggled on or off. [1] [2]Code Cleanup:
ForBodyShapeRawmethod fromEntityDefinition.These changes collectively improve the flexibility and robustness of emote playback and entity handling, and lay the groundwork for more advanced avatar and emote interactions.