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[unity] Fix MeshGenerator unnecessarily replacing buffer objects.
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@ -457,10 +457,12 @@ namespace Spine.Unity {
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if (submeshes.Count - 1 < submeshIndex) {
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submeshes.Resize(submeshIndex + 1);
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if (submeshes.Items[submeshIndex] == null)
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submeshes.Items[submeshIndex] = new ExposedList<int>();
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}
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var submesh = submeshes.Items[submeshIndex];
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if (submesh == null)
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submeshes.Items[submeshIndex] = submesh = new ExposedList<int>();
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submesh.Clear(false);
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var skeleton = instruction.skeleton;
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