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Exposing property to check whether live edit is active.
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3 files changed

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Editor/Scripts/DCCIntegration/Launchers/BlenderLauncher.cs

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@@ -14,6 +14,8 @@ internal class BlenderLauncher : IDCCLauncher {
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private Process m_blenderProcess;
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private static bool redirectBlenderToUnityConsole;
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public bool HasProcess => m_blenderProcess != null;
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public RunMode runMode { get; set; }
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private static string GetBlenderPath() {

Runtime/Scripts/IDCCLauncher.cs

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@@ -18,5 +18,7 @@ internal interface IDCCLauncher : IDisposable {
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void CloseDCCTool();
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void DrawDCCMenu(BaseMeshSync player);
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bool HasProcess { get; }
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}
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}

Runtime/Scripts/MeshSyncServer.cs

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@@ -557,6 +557,16 @@ public UnityEngine.Object DCCAsset {
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get { return m_DCCAsset; }
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internal set { m_DCCAsset = value; }
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}
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public bool IsLiveEditing
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{
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get
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{
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if (m_DCCInterop != null)
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return m_DCCInterop.HasProcess;
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return false;
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}
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}
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#endif
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[SerializeField] private MeshSyncServerConfig m_config;

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