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[unity] Fixed SkeletonGraphic Mesh memory leak on Initialize(). Closes #1714.
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@ -426,7 +426,7 @@ namespace Spine.Unity {
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ScaleY = this.initialFlipY ? -1 : 1
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};
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
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InitMeshBuffers();
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baseTexture = skeletonDataAsset.atlasAssets[0].PrimaryMaterial.mainTexture;
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canvasRenderer.SetTexture(this.mainTexture); // Needed for overwriting initializations.
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@ -478,6 +478,16 @@ namespace Spine.Unity {
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}
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#endregion
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protected void InitMeshBuffers () {
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if (meshBuffers != null) {
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meshBuffers.GetNext().Clear();
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meshBuffers.GetNext().Clear();
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}
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else {
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meshBuffers = new DoubleBuffered<MeshRendererBuffers.SmartMesh>();
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}
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}
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protected void UpdateMeshSingleCanvasRenderer () {
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if (canvasRenderers.Count > 0)
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DisableUnusedCanvasRenderers(usedCount : 0);
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