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 () {