diff --git a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs index 129c6b143..53642a2c9 100644 --- a/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs +++ b/spine-unity/Assets/spine-unity/Mesh Generation/SpineMesh.cs @@ -41,7 +41,7 @@ namespace Spine.Unity { internal const HideFlags MeshHideflags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; /// Factory method for creating a new mesh for use in Spine components. This can be called in field initializers. - public static Mesh NewMesh () { + public static Mesh NewSkeletonMesh () { var m = new Mesh(); m.MarkDynamic(); m.name = "Skeleton Mesh"; @@ -108,7 +108,6 @@ namespace Spine.Unity { [System.Serializable] public struct Settings { - //public bool renderMeshes; public bool useClipping; [Space] [Range(-0.1f, 0f)] public float zSpacing; @@ -969,8 +968,8 @@ namespace Spine.Unity { var vbi = vertexBuffer.Items; var ubi = uvBuffer.Items; var cbi = colorBuffer.Items; - var sbi = submeshes.Items; - int submeshCount = submeshes.Count; + //var sbi = submeshes.Items; + //int submeshCount = submeshes.Count; // Zero the extra. { @@ -1224,7 +1223,7 @@ namespace Spine.Unity { ///This is a Mesh that also stores the instructions SkeletonRenderer generated for it. public class SmartMesh : IDisposable { - public Mesh mesh = SpineMesh.NewMesh(); + public Mesh mesh = SpineMesh.NewSkeletonMesh(); public SkeletonRendererInstruction instructionUsed = new SkeletonRendererInstruction(); public void Dispose () {