From 41bc9cfbc2ed3ef873cbf2ad98817ab334c9c6d4 Mon Sep 17 00:00:00 2001 From: NathanSweet Date: Mon, 13 Jan 2014 16:13:43 +0100 Subject: [PATCH] Call RecalculateBounds so skeleton rendering isn't culled. --- spine-tk2d/Assets/Spine/SkeletonComponent.cs | 1 + spine-unity/Assets/Spine/SkeletonComponent.cs | 1 + 2 files changed, 2 insertions(+) diff --git a/spine-tk2d/Assets/Spine/SkeletonComponent.cs b/spine-tk2d/Assets/Spine/SkeletonComponent.cs index 045b50a60..5819f7640 100644 --- a/spine-tk2d/Assets/Spine/SkeletonComponent.cs +++ b/spine-tk2d/Assets/Spine/SkeletonComponent.cs @@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour { mesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; ++i) mesh.SetTriangles(submeshes[i].indexes, i); + mesh.RecalculateBounds(); if (newTriangles && calculateNormals) { Vector3[] normals = new Vector3[vertexCount]; diff --git a/spine-unity/Assets/Spine/SkeletonComponent.cs b/spine-unity/Assets/Spine/SkeletonComponent.cs index ca6711df7..357a6ce7d 100644 --- a/spine-unity/Assets/Spine/SkeletonComponent.cs +++ b/spine-unity/Assets/Spine/SkeletonComponent.cs @@ -222,6 +222,7 @@ public class SkeletonComponent : MonoBehaviour { mesh.subMeshCount = submeshCount; for (int i = 0; i < submeshCount; ++i) mesh.SetTriangles(submeshes[i].indexes, i); + mesh.RecalculateBounds(); if (newTriangles && calculateNormals) { Vector3[] normals = new Vector3[vertexCount];