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Merge pull request #1937 from vhristov/prefab_build_cleanup
[unity] Implement build preprocessor for prefabs cleanup
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commit
193ba1eacd
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/******************************************************************************
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* Spine Runtimes License Agreement
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* Last updated January 1, 2020. Replaces all prior versions.
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*
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* Copyright (c) 2013-2020, Esoteric Software LLC
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*
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* Integration of the Spine Runtimes into software or otherwise creating
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* derivative works of the Spine Runtimes is permitted under the terms and
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* conditions of Section 2 of the Spine Editor License Agreement:
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* http://esotericsoftware.com/spine-editor-license
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*
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* Otherwise, it is permitted to integrate the Spine Runtimes into software
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* or otherwise create derivative works of the Spine Runtimes (collectively,
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* "Products"), provided that each user of the Products must obtain their own
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* Spine Editor license and redistribution of the Products in any form must
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* include this license and copyright notice.
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*
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* THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
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* BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#if UNITY_2018_1_OR_NEWER
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#define HAS_BUILD_PROCESS_WITH_REPORT
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#endif
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#if UNITY_2020_2_OR_NEWER
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#define HAS_ON_POSTPROCESS_PREFAB
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#endif
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using UnityEditor.Build;
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#if HAS_BUILD_PROCESS_WITH_REPORT
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using UnityEditor.Build.Reporting;
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#endif
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namespace Spine.Unity.Editor {
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public class SpineBuildProcessor
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{
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internal static bool isBuilding = false;
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#if HAS_ON_POSTPROCESS_PREFAB
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static List<string> prefabsToRestore = new List<string>();
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#endif
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internal static void PreprocessBuild()
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{
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isBuilding = true;
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#if HAS_ON_POSTPROCESS_PREFAB
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var assets = AssetDatabase.FindAssets("t:Prefab");
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foreach(var asset in assets) {
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string assetPath = AssetDatabase.GUIDToAssetPath(asset);
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (SpineEditorUtilities.CleanupSpinePrefabMesh(g)) {
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prefabsToRestore.Add(assetPath);
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}
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}
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AssetDatabase.SaveAssets();
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#endif
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}
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internal static void PostprocessBuild()
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{
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isBuilding = false;
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#if HAS_ON_POSTPROCESS_PREFAB
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foreach (string assetPath in prefabsToRestore) {
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GameObject g = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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SpineEditorUtilities.SetupSpinePrefabMesh(g, null);
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}
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AssetDatabase.SaveAssets();
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#endif
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}
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}
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public class SpineBuildPreprocessor :
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#if HAS_BUILD_PROCESS_WITH_REPORT
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IPreprocessBuildWithReport
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#else
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IPreprocessBuild
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#endif
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{
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public int callbackOrder {
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get { return -2000; }
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}
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#if HAS_BUILD_PROCESS_WITH_REPORT
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void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
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{
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SpineBuildProcessor.PreprocessBuild();
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}
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#else
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void IPreprocessBuild.OnPreprocessBuild(BuildTarget target, string path)
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{
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SpineBuildProcessor.PreprocessBuild();
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}
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#endif
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}
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public class SpineBuildPostprocessor :
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#if HAS_BUILD_PROCESS_WITH_REPORT
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IPostprocessBuildWithReport
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#else
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IPostprocessBuild
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#endif
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{
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public int callbackOrder {
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get { return 2000; }
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}
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#if HAS_BUILD_PROCESS_WITH_REPORT
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void IPostprocessBuildWithReport.OnPostprocessBuild(BuildReport report)
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{
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SpineBuildProcessor.PostprocessBuild();
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}
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#else
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void IPostprocessBuild.OnPostprocessBuild(BuildTarget target, string path)
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{
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SpineBuildProcessor.PostprocessBuild();
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}
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#endif
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}
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: ca21cb19ac5068ee796e6cb09ff11e5d
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -102,8 +102,18 @@ namespace Spine.Unity.Editor {
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#if HAS_ON_POSTPROCESS_PREFAB
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#if HAS_ON_POSTPROCESS_PREFAB
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// Post process prefabs for setting the MeshFilter to not cause constant Prefab override changes.
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// Post process prefabs for setting the MeshFilter to not cause constant Prefab override changes.
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void OnPostprocessPrefab (GameObject g) {
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void OnPostprocessPrefab (GameObject g) {
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if (SpineBuildProcessor.isBuilding)
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return;
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SetupSpinePrefabMesh(g, context);
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}
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public static bool SetupSpinePrefabMesh(GameObject g, UnityEditor.AssetImporters.AssetImportContext context)
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{
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bool wasModified = false;
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var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
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var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
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foreach (SkeletonRenderer renderer in skeletonRenderers) {
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foreach (SkeletonRenderer renderer in skeletonRenderers) {
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wasModified = true;
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var meshFilter = renderer.GetComponent<MeshFilter>();
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var meshFilter = renderer.GetComponent<MeshFilter>();
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if (meshFilter == null)
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if (meshFilter == null)
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meshFilter = renderer.gameObject.AddComponent<MeshFilter>();
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meshFilter = renderer.gameObject.AddComponent<MeshFilter>();
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var mesh = meshFilter.sharedMesh;
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var mesh = meshFilter.sharedMesh;
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string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
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string meshName = string.Format("Skeleton Prefab Mesh \"{0}\"", renderer.name);
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mesh.name = meshName;
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mesh.name = meshName;
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mesh.hideFlags = HideFlags.DontSaveInEditor; // removed flag DontSaveInBuild, prevents a build error when the prefab is referenced
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if (context != null)
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context.AddObjectToAsset(meshName, mesh);
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context.AddObjectToAsset(meshFilter.sharedMesh.name, meshFilter.sharedMesh);
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}
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}
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return wasModified;
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}
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public static bool CleanupSpinePrefabMesh(GameObject g)
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{
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bool wasModified = false;
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var skeletonRenderers = g.GetComponentsInChildren<SkeletonRenderer>(true);
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foreach (SkeletonRenderer renderer in skeletonRenderers) {
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var meshFilter = renderer.GetComponent<MeshFilter>();
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if (meshFilter != null) {
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if (meshFilter.sharedMesh) {
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wasModified = true;
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meshFilter.sharedMesh = null;
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meshFilter.hideFlags = HideFlags.None;
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}
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}
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}
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return wasModified;
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}
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}
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#endif
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#endif
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