From 558a4b5e1433cddb04cfa4b0bfc138dee187ee1f Mon Sep 17 00:00:00 2001 From: pharan Date: Thu, 15 Nov 2018 10:47:10 +0800 Subject: [PATCH] [unity] Fix submesh count regression. This also fixes tangents not being fully calculated when a skeleton uses no clipping and multiple submeshes. --- .../Assets/spine-unity/Mesh Generation/SpineMesh.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index fdf7ef9d9..25a9dff24 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -862,12 +862,13 @@ namespace Spine.Unity { this.meshBoundsMax = bmax; this.meshBoundsThickness = lastSlotIndex * settings.zSpacing; + int submeshInstructionCount = instruction.submeshInstructions.Count; + submeshes.Count = submeshInstructionCount; + // Add triangles if (updateTriangles) { - int submeshInstructionCount = instruction.submeshInstructions.Count; - // Match submesh buffers count with submeshInstruction count. - if (this.submeshes.Count < submeshInstructionCount) { + if (this.submeshes.Items.Length < submeshInstructionCount) { this.submeshes.Resize(submeshInstructionCount); for (int i = 0, n = submeshInstructionCount; i < n; i++) { var submeshBuffer = this.submeshes.Items[i];