// Build a hash of all the texture asset IDs in this baking layer
UUID hash = UUID.Zero;
for (int wearableIndex = 0; wearableIndex < WEARABLES_PER_LAYER; wearableIndex++)
{
WearableType type = WEARABLE_BAKE_MAP[bakedIndex][wearableIndex];
WearableData wearable;
if (type != WearableType.Invalid
&& (wearable = Wearables.get(type))!=null)
hash = UUID.xor(hash, wearable.AssetID);