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https://github.com/EsotericSoftware/spine-runtimes.git
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Missing Spine.Unity namespace
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3768fb1afe
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@ -1,16 +1,16 @@
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using UnityEngine;
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using UnityEngine;
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using System.Collections;
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public static class SpineMesh {
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namespace Spine.Unity {
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internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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public static class SpineMesh {
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internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;
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/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
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/// <summary>Factory method for creating a new mesh for use in Spine components. This can be called in field initializers.</summary>
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public static Mesh NewMesh () {
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public static Mesh NewMesh () {
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var m = new Mesh();
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var m = new Mesh();
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m.MarkDynamic();
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m.MarkDynamic();
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m.name = "Skeleton Mesh";
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m.name = "Skeleton Mesh";
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m.hideFlags = SpineMesh.MeshHideflags;
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m.hideFlags = SpineMesh.MeshHideflags;
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return m;
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return m;
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}
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}
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}
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}
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}
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@ -139,8 +139,8 @@ public class SkeletonRenderer : MonoBehaviour {
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meshFilter = GetComponent<MeshFilter>();
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meshFilter = GetComponent<MeshFilter>();
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meshRenderer = GetComponent<MeshRenderer>();
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meshRenderer = GetComponent<MeshRenderer>();
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mesh1 = SpineMesh.NewMesh();
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mesh1 = Spine.Unity.SpineMesh.NewMesh();
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mesh2 = SpineMesh.NewMesh();
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mesh2 = Spine.Unity.SpineMesh.NewMesh();
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vertices = new Vector3[0];
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vertices = new Vector3[0];
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skeleton = new Skeleton(skeletonData);
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skeleton = new Skeleton(skeletonData);
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