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Call RecalculateBounds so skeleton rendering isn't culled.
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@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].indexes, i);
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mesh.RecalculateBounds();
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if (newTriangles && calculateNormals) {
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Vector3[] normals = new Vector3[vertexCount];
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@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour {
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].indexes, i);
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mesh.RecalculateBounds();
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if (newTriangles && calculateNormals) {
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Vector3[] normals = new Vector3[vertexCount];
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