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Fix controller model fallback serialization #559

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keveleigh
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Fixes #241, specifically:

I think the problem was a wrong version of glTFast in the project.

It looks like we were hitting a bit of a quirk with the Unity serialization system causing our fallback controller models to lose their reference when different glTFast versions were used compared to our sample scene.

image

As best as I can tell, the underlying problem is that our prefabs were direct variants of the imported glTF models. Unfortunately, it appears that the imported glTF models don't keep a consistent fileID across glTF importer versions. This caused the reference to the controller model prefabs to be lost in the hand prefabs when different glTF importer versions were used.

This PR updates our prefabs to no longer be direct variants of an imported model, but instead their own prefabs using the meshes/textures/etc from the imported model. From my tests, this ensures a consistent fileID.

I took a brief look around, and it appears these were the only prefabs set up this way.

These were direct variants of the imported glTF models. Unfortunately, it appears that the imported glTF models don't keep a consistent fileID across glTF importer versions. This was causing the reference to the controller model prefabs to be lost in the hand prefabs when different glTF importer versions were used compared to the repo's sample scene.
@keveleigh keveleigh merged commit e12380e into MixedRealityToolkit:main Nov 22, 2023
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[MRTK3] Controller/Hand Visualization for Vive/SteamVR
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