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Pull Request Description

What does this PR change?

Fix #6396
this pr removes the unused bones game objects from the hierarchy of the wearables asset bundles after the mesh data has been extrapolated by the skinning compute shader.
This reduces the clutter we have in the hierarchy of the ab for wearables, child of each avatar

Test Instructions

This PR removes unused stuff, so it shouldn't have any impact visually, but to make sure we need to do a proper testing with many wearables, verify that wearables are correctly equipped when changed in the backpack.
Check also that other people are rendered as expected and animations don't break wearables in general.

Additional Testing Notes

  • Note any edge cases to verify
  • Mention specific areas that need careful testing
  • List known limitations or potential issues

Quality Checklist

  • Changes have been tested locally
  • Documentation has been updated (if required)
  • Performance impact has been considered
  • For SDK features: Test scene is included

Code Review Reference

Please review our Code Review Standards before submitting.

@davidejensen davidejensen self-assigned this Dec 16, 2025
@davidejensen davidejensen requested review from a team as code owners December 16, 2025 09:15
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github-actions bot commented Dec 16, 2025

if (transform.GetComponent<Renderer>() != null)
return true;

for (int i = 0; i < transform.childCount; i++)
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When is this loop needed? You just flattened the hierarchy, so none of the children of wearableRoot will have children, so this loop is not needed?

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Strip thousands of useless armature transforms from avatar wearables

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