Update (ver.25):
1) As suggested by
@cmramlow, I've added the ability to select whether to load Hair, Clothing, Plugins, Textures, and Custom Unity Assets individually. To use this feature, turn on the item for which you want to select individual items, such as "Change Clothing," and then turn on "Use Extra Menu." This feature is based on
@VamWizard's code and assets.
1-1) Hair and Clothing: Current items will be deleted. If you want to keep them, lock them or merge load them.
1-2) Plugins: Merge load.
1-3) Textures: Unchecked items will retain their original textures.
1-4) Custom Unity Asset: Follows the setting of "Clear Old Custom Unity Asset."
2) Added "Hair Merge Load" function.
3) Added "Unload Character When Switching". This is a measure to prevent the Gens Texture from becoming abnormal when switching from an Appearance with a "Female Custom" Skin to another Appearance with the same "Female Custom". If the Gens Texture becomes abnormal, turn it on and try loading again. This switches "Unload When Switching" on the Skin Select tab to on when loading the appearance. Turning this on will increase the loading time. I am not aware of this, but if there are cases where the Gens Texture becomes abnormal with combinations other than "Female Custom", please turn on "Unload When Switching" on the Skin Select tab. Also, I would be grateful if you could tell me what combinations cause problems.
4) Added a function to search for the desired texture file in "Custom/Atom/Person/Textures", "Saves/scene" and "Saves/Person" if the desired texture file is not in the location written in the Preset. When this is turned on, it will take time to complete loading if the file is not in the specified path. Also, since it searches only by file name, it may find another file with the same name. The missing file and the file used instead will be displayed in the error log, so please check it.
5) When a preset uses only the "name" to specify a morph and does not use the "uid", the appearance is not reproduced, so if there is no "uid", the morph is loaded using the "name". Also, if the specified morph cannot be found, the morph name and value are output to the error log.
6) Button layout changed