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feat: ADR 279 #283
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feat: ADR 279 #283
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One small comment, otherwise lg :)
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## Context and Problem Statement | ||
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The current avatar rendering system uses inverted face rendering for outlines in Medium/High quality settings. This creates conflicts with custom meshes that have manual outlines or inverted normals, resulting in incorrect rendering. Currently, there is no way to identify incompatible assets before they are rendered, leading to visual artifacts and inconsistent appearance. |
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This sentence assumes there is only one renderer in use, which is not accurate as there are alternative clients as well. I would suggest we specify that we talk about unity-explorer
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