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[unity] Match pre-initialized buffer size of submesh indices.
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@ -110,9 +110,9 @@ namespace Spine.Unity {
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const float BoundsMinDefault = float.MaxValue;
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const float BoundsMaxDefault = float.MinValue;
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[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>();
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[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>();
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[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>();
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[NonSerialized] readonly ExposedList<Vector3> vertexBuffer = new ExposedList<Vector3>(4);
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[NonSerialized] readonly ExposedList<Vector2> uvBuffer = new ExposedList<Vector2>(4);
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[NonSerialized] readonly ExposedList<Color32> colorBuffer = new ExposedList<Color32>(4);
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[NonSerialized] readonly ExposedList<ExposedList<int>> submeshes = new ExposedList<ExposedList<int>> { new ExposedList<int>(6) }; // start with 1 submesh.
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[NonSerialized] Vector2 meshBoundsMin, meshBoundsMax;
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