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[unity] Fixed a bug in SkeletonGraphic when submesh instructions are empty and clipping is active.
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@ -332,7 +332,7 @@ namespace Spine.Unity {
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bool updateTriangles = SkeletonRendererInstruction.GeometryNotEqual(currentInstructions, smartMesh.instructionUsed);
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meshGenerator.Begin();
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if (currentInstructions.hasActiveClipping) {
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if (currentInstructions.hasActiveClipping && currentInstructions.submeshInstructions.Count > 0) {
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meshGenerator.AddSubmesh(currentInstructions.submeshInstructions.Items[0], updateTriangles);
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} else {
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meshGenerator.BuildMeshWithArrays(currentInstructions, updateTriangles);
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