diff --git a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
index cd13d900f..36303dde8 100644
--- a/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
+++ b/spine-unity/Assets/Spine/Runtime/spine-unity/Mesh Generation/MeshGenerator.cs
@@ -1202,9 +1202,9 @@ namespace Spine.Unity {
}
}
}
-#endregion
+ #endregion
-#region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
+ #region Step 3 : Transfer vertex and triangle data to UnityEngine.Mesh
public void FillVertexData (Mesh mesh) {
Vector3[] vbi = vertexBuffer.Items;
Vector2[] ubi = uvBuffer.Items;
@@ -1284,7 +1284,7 @@ namespace Spine.Unity {
mesh.SetTriangles(submeshesItems[i].Items, i, false);
#endif
}
-#endregion
+ #endregion
public void EnsureVertexCapacity (int minimumVertexCount, bool inlcudeTintBlack = false, bool includeTangents = false, bool includeNormals = false) {
if (minimumVertexCount > vertexBuffer.Items.Length) {
@@ -1332,7 +1332,7 @@ namespace Spine.Unity {
if (tangents != null) Array.Resize(ref tangents, vbiLength);
}
-#region TangentSolver2D
+ #region TangentSolver2D
// Thanks to contributions from forum user ToddRivers
/// Step 1 of solving tangents. Ensure you have buffers of the correct size.
@@ -1419,9 +1419,9 @@ namespace Spine.Unity {
tangents[i] = tangent;
}
}
-#endregion
+ #endregion
-#region AttachmentRendering
+ #region AttachmentRendering
static List AttachmentVerts = new List();
static List AttachmentUVs = new List();
static List AttachmentColors32 = new List();
@@ -1533,6 +1533,6 @@ namespace Spine.Unity {
AttachmentColors32.Clear();
AttachmentIndices.Clear();
}
-#endregion
+ #endregion
}
}