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[unity] Fixed renderer submesh cache.
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@ -449,9 +449,11 @@ namespace Spine.Unity {
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int oldSubmeshCount = submeshes.Count;
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int oldSubmeshCount = submeshes.Count;
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submeshes.Capacity = submeshCount;
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if (submeshes.Capacity < submeshCount)
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submeshes.Capacity = submeshCount;
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for (int i = oldSubmeshCount; i < submeshCount; i++)
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for (int i = oldSubmeshCount; i < submeshCount; i++)
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submeshes.Items[i] = new ArraysMeshGenerator.SubmeshTriangleBuffer(workingSubmeshInstructions.Items[i].triangleCount);
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submeshes.Items[i] = new ArraysMeshGenerator.SubmeshTriangleBuffer(workingSubmeshInstructions.Items[i].triangleCount);
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submeshes.Count = submeshCount;
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var mutableTriangles = !workingInstruction.immutableTriangles;
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var mutableTriangles = !workingInstruction.immutableTriangles;
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for (int i = 0, last = submeshCount - 1; i < submeshCount; i++) {
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for (int i = 0, last = submeshCount - 1; i < submeshCount; i++) {
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