Copy blendshape only if bones exist
I'm using the following script to control blendshapes on objects with different armatures. If an armature doesn't have the bones/mesh required I get the error "Thread Group Size Must Be Above Zero". In this case I just want it to do nothing. Or at least just hide the error (if that's not a terrible idea), because as far as I can tell, apart from the error itself, everything seems to work fine.
     [SerializeField] Slider[] sliders;
     [SerializeField] SkinnedMeshRenderer[] item;
     [SerializeField] SkinnedMeshRenderer model;
 
 
     public void Awake()
     {
         for (int i = 0; i < sliders.Length; i++)
         {
             int index = i;
             sliders[i].onValueChanged.AddListener(delegate { SetSlider(index); });
             sliders[i].onValueChanged.AddListener(delegate { CopyBlendshapes(index); });
         }
     }
 
 
     public void SetSlider(int index)
     {
         float value = sliders[index].value;
         model.SetBlendShapeWeight(index, value);
     }
     
     public void CopyBlendshapes(int index)
     {
         for (int ig = 0; ig < item.Length; ig++)
         {
             int indexg = ig;
             float value = sliders[index].value;
             SkinnedMeshRenderer allItems = item[indexg];
             allItems.SetBlendShapeWeight(index, value);
         }
     }
Update: I get no errors in Unity 2019.2b so everything is fine for the moment. I'm still concerned that this could be a problem again if things change when this version is out of beta, so if anyone has an idea for if statements I could try, it would be greatly appreciated.
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