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Similarly, I found this problem in (VRMSpringBoneColliderGroup.UniformedLossyScale), but since this is not executed under update, it doesn't seem to have much effect
SphereCollider ctor use Mathf.Max(x,y,z), this function will generate a lot of gc,
pls Fix it to Mathf.Max(Mathf.Max(x,y),z);
thank you.
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