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[unity] Handle MeshRendererBuffers reinitialize.
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@ -1284,7 +1284,13 @@ namespace Spine.Unity {
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internal Material[] sharedMaterials = new Material[0];
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public void Initialize () {
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doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
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if (doubleBufferedMesh != null) {
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doubleBufferedMesh.GetNext().Clear();
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doubleBufferedMesh.GetNext().Clear();
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submeshMaterials.Clear();
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} else {
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doubleBufferedMesh = new DoubleBuffered<SmartMesh>();
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}
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}
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public Material[] GetUpdatedSharedMaterialsArray () {
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@ -1343,6 +1349,11 @@ namespace Spine.Unity {
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public Mesh mesh = SpineMesh.NewSkeletonMesh();
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public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction();
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public void Clear () {
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mesh.Clear();
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instructionUsed.Clear();
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}
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public void Dispose () {
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if (mesh != null) {
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#if UNITY_EDITOR
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