I know. I am just wondering if I can inject a line of code to hardcode this somewhere in the runtime library to make this happen as a work around for me.
Harald schrieb
Regarding re-exported characters: these should keep their BlendModeMaterials set when overwriting the three exported assets with new ones. Did you encounter something different in this regard?
If I just overwriting the 3 exported assets without deleting other generated files. Things sometimes got broken in the past. It maybe no longer the case in current version. I just get used to clean everything due to past experience. May be I could try not to do so in the newest version and how things goes.
Thanks
Oh btw, although my question is "How to automatically add "Default BlendModeMaterials" to SkeletonDataModifiers on every new SkeletonDataAsset?"
I think the direction should be :
when detected slot with non-Normal blend mode, add "Default BlendModeMaterials" automatically so that rendering of the slot could be correct.
instead of adding a setting to add a "Default BlendModeMaterials" to every new skeleton asset.