I’m adjusting bone position to create body types (see image) with LateUpdate.
Unfortunately this means i need more IK, as well as breaking the current IK pipeline. The problem is obvious, IK executes first, and late update wrecks it if those bones are touched.
Is there a right way to do this type of variation that I am just completely missing.

I’m have considered a few solutions but they feel stupid, such as IK at LateUpdate (feels like a lot of work), or pushing the bone adjustment into the IK solver (too many race condition and exceptions).
Update 1: I moved the adjustment into OnAnimatorIK, and it did not change the problem. Does the IK solver cache?
Update 2: I spent a few hours trying AvatarBuilder.BuildHumanAvatar… This was an undocumented rathole, I got it compile and attach but not animate at all. This doesn’t seem like a common approach.