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[unity] Fixed excessive UnloadingUnusedAssetsImmediate during build. Initially created to avoid out of memory exceptions, can now be disabled via preferences. Closes #2160.
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@ -98,8 +98,8 @@ namespace Spine.Unity.Editor {
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#endif
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prefabsToRestore.Add(assetPath);
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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#if !HAS_SAVE_ASSET_IF_DIRTY
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if (prefabAssets.Length > 0)
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@ -147,8 +147,8 @@ namespace Spine.Unity.Editor {
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#if HAS_SAVE_ASSET_IF_DIRTY
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AssetDatabase.SaveAssetIfDirty(atlasAsset);
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#endif
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EditorUtility.UnloadUnusedAssetsImmediate();
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}
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EditorUtility.UnloadUnusedAssetsImmediate();
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AssetDatabase.StopAssetEditing();
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#if !HAS_SAVE_ASSET_IF_DIRTY
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if (spriteAtlasAssets.Length > 0)
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