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Added back mesh.RecalculateBounds().
Because who really knows what is going on, anyway. http://esotericsoftware.com/forum/viewtopic.php?p=12481#p12481
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@ -278,6 +278,7 @@ public class SkeletonRenderer : MonoBehaviour {
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].triangles, i);
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mesh.RecalculateBounds();
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if (newTriangles && calculateNormals) {
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Vector3[] normals = new Vector3[vertexCount];
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@ -278,6 +278,7 @@ public class SkeletonRenderer : MonoBehaviour {
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mesh.subMeshCount = submeshCount;
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for (int i = 0; i < submeshCount; ++i)
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mesh.SetTriangles(submeshes[i].triangles, i);
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mesh.RecalculateBounds();
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if (newTriangles && calculateNormals) {
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Vector3[] normals = new Vector3[vertexCount];
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