if there is an unarmed scriptable object that is equipped at default and uses an unarmed override, and used when selecting unarmed later, none of this is necessary because it should never be null…
private void OverrideAnimator(Animator animator)
{
if (animatorOverride != null)
{
animator.runtimeAnimatorController = animatorOverride;
}
else
{
Debug.LogError("no animator override on " + name + " SObj, if you meant to leave unarmed, use unarmed override");
}
}