[unity] Fixed RenderExistingMesh causing one more unnecessary allocation. See #2543.

This commit is contained in:
Harald Csaszar 2024-06-07 14:58:04 +02:00
parent e73e3eeaa8
commit f4ebfdb61e
2 changed files with 10 additions and 4 deletions

View File

@ -152,11 +152,17 @@ namespace Spine.Unity.Examples {
#endif
ownMeshFilter.sharedMesh = referenceMeshFilter.sharedMesh;
#if HAS_GET_SHARED_MATERIALS
referenceRenderer.GetSharedMaterials(parentMaterials);
int parentMaterialsCount = parentMaterials.Count;
#else
Material[] parentMaterials = referenceRenderer.sharedMaterials;
if (sharedMaterials.Length != parentMaterials.Length) {
sharedMaterials = new Material[parentMaterials.Length];
int parentMaterialsCount = parentMaterials.Length;
#endif
if (sharedMaterials.Length != parentMaterialsCount) {
sharedMaterials = new Material[parentMaterialsCount];
}
for (int i = 0; i < parentMaterials.Length; ++i) {
for (int i = 0; i < parentMaterialsCount; ++i) {
Material parentMaterial = parentMaterials[i];
if (replacementMaterialDict.ContainsKey(parentMaterial)) {
sharedMaterials[i] = replacementMaterialDict[parentMaterial];

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.spine-unity-examples",
"displayName": "spine-unity Runtime Examples",
"description": "This plugin provides example scenes and scripts for the spine-unity runtime.",
"version": "4.2.34",
"version": "4.2.35",
"unity": "2018.3",
"author": {
"name": "Esoteric Software",