We should bind wearables deployments to our automatic Asset Bundle conversion pipeline to avoid having to manually convert collections. This may need changes in the content-migrator to listen to wearables deployments
When a collection is deployed to the content servers: each collection item (AKA each wearable) has a specific "content-entity" id.
Apparently if we call the regular batch mode conversion we use with scenes content-entity ids, but using a wearable content-entity id, the process converts the asset normally. For example @pravusjif tested that calling unity with these instructions but inserting a wearable content-entity id in the regular $SCENE_ID actually converts the wearables successfully.
For converting locally to test, please refer to the following bash scripts:
Currently, when converting wearables that are not bodyshapes (AKA not base-male and not base-female) we strip the skeleton during the conversion, because that is re-applied in runtime for each wearable. So we should add a new parameter to the batchmode call, so that we instruct that change when sending a collection to the converter (for example for future new bodyshape collections). Maybe this should be at wearable-level instead of collection-level? maybe something to detect if a wearable is a bodyshape or not and filter that internally without the need of a new batch mode parameter?
Alternatively if we are sure there will be no new bodyshapes: we could embedd the bodyshapes into the client, and strip the skeleton of every processed wearable in the converter, as we would know that none of those would be a bodyshape.
We should bind wearables deployments to our automatic Asset Bundle conversion pipeline to avoid having to manually convert collections. This may need changes in the content-migrator to listen to wearables deployments
When a collection is deployed to the content servers: each collection item (AKA each wearable) has a specific "content-entity" id.
Apparently if we call the regular batch mode conversion we use with scenes content-entity ids, but using a wearable content-entity id, the process converts the asset normally. For example @pravusjif tested that calling unity with these instructions but inserting a wearable content-entity id in the regular
$SCENE_ID
actually converts the wearables successfully.For converting locally to test, please refer to the following bash scripts:
Skeleton Stripping
Alternatively if we are sure there will be no new bodyshapes: we could embedd the bodyshapes into the client, and strip the skeleton of every processed wearable in the converter, as we would know that none of those would be a bodyshape.
ABs documentation: https://www.notion.so/decentraland/Optimization-Asset-Bundles-afd6335bd01b4ef1a9bc07ba95f86b3b