Bone Renderer Setup Protected in Editor Utils as of 2020.2

I’ve been calling AnimationRiggingEditorUtils.BoneRendererSetup() from an editor script to init a bone renderer on an rigged object added to the scene, which is really helpful for visualization. However, when upgrading to 2020.2 from 20201., I now get an error that this method is protected and can’t be called. Is there some other way I can achieve this still without having to manually go to the menu and select that option from the list for every object I add to the scene with my editor tool?

I am also using the bonerenderer, I think it should be made part of unity itself, cause it’s very useful.
I add the component at runtime and init it like this:

 if (ShowBones)
                {
                    UnityEngine.Animations.Rigging.BoneRenderer boneRenderer = ReferenceSkin.rootBone.gameObject.AddComponent<UnityEngine.Animations.Rigging.BoneRenderer>();
                    boneRenderer.transforms = SkinnedMeshCombiner.GetAllHumanoidBones(animator);
                }

SkinnedMeshCombiner is my custom class to combine skinnedmeshes. Below the code of the method above.

public static Transform[] GetAllHumanoidBones(Animator _animator)
    {

        if (_animator == null) return null;
        List<Transform> HumanBones=new List<Transform>();
        foreach (HumanBodyBones bone in Enum.GetValues(typeof(HumanBodyBones)))
        {
            if (bone != HumanBodyBones.LastBone)
            {
            
                    HumanBones.Add(_animator.GetBoneTransform(bone));

              
            
            }
        
        }
        return HumanBones.ToArray();
    }

Not using 2020.2 yet, so don’t know if the code above works anymore.