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fix audiolink laser handling in VRSL_ManagerWindow.cs
If there is an audiolink laser in the scene and the user either: - Tries to `Update Fixtures` in the VRSL - Tries to open an audiolink band The console will print and error or spam errors respectively. This change prevents the errors without functionality.
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@ -577,9 +577,9 @@ public class AudioLinkListItem
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laser.ApplyProxyModifications();
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#pragma warning restore 0618 //suppressing obsoletion warnings
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if(PrefabUtility.IsPartOfAnyPrefab(light))
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if(PrefabUtility.IsPartOfAnyPrefab(laser))
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{
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PrefabUtility.RecordPrefabInstancePropertyModifications(light);
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PrefabUtility.RecordPrefabInstancePropertyModifications(laser);
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}
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}
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@ -4193,6 +4193,10 @@ public class VRSL_ManagerWindow : EditorWindow {
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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}
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if(fixture.isLaser && PrefabUtility.IsPartOfAnyPrefab(fixture.laser))
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{
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PrefabUtility.RecordPrefabInstancePropertyModifications(fixture.laser);
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} else
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if(PrefabUtility.IsPartOfAnyPrefab(fixture.light))
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{
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PrefabUtility.RecordPrefabInstancePropertyModifications(fixture.light);
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