diff --git a/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples.meta b/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples.meta
deleted file mode 100644
index 4b2cdf3b4..000000000
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diff --git a/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs b/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs
deleted file mode 100644
index 0569a6f01..000000000
--- a/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs
+++ /dev/null
@@ -1,238 +0,0 @@
-/******************************************************************************
- * Spine Runtimes Software License
- * Version 2.3
- *
- * Copyright (c) 2013-2015, Esoteric Software
- * All rights reserved.
- *
- * You are granted a perpetual, non-exclusive, non-sublicensable and
- * non-transferable license to use, install, execute and perform the Spine
- * Runtimes Software (the "Software") and derivative works solely for personal
- * or internal use. Without the written permission of Esoteric Software (see
- * Section 2 of the Spine Software License Agreement), you may not (a) modify,
- * translate, adapt or otherwise create derivative works, improvements of the
- * Software or develop new applications using the Software or (b) remove,
- * delete, alter or obscure any trademarks or any copyright, trademark, patent
- * or other intellectual property or proprietary rights notices on or in the
- * Software, including any copy thereof. Redistributions in binary or source
- * form must include this license and terms.
- *
- * THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
- * IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
- * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
- * EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
- * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
- * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
- * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
- * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
-#if (UNITY_5_0 || UNITY_5_1 || UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7)
-#define PREUNITY_5_2
-#endif
-
-using UnityEngine;
-using System.Collections.Generic;
-
-#if !(PREUNITY_5_2)
-namespace Spine.Unity.MeshGeneration {
- /// This is for testing and educational purposes only. This takes about 10 times longer to render than the Arrays implementations.
- public class VertexHelperSpineMeshGenerator : ISimpleMeshGenerator {
-
- public float scale = 1f;
- public float Scale { get { return scale; } set { scale = value; } }
-
- public bool premultiplyAlpha = true;
- public bool PremultiplyAlpha { get { return premultiplyAlpha; } set { premultiplyAlpha = value; } }
-
- public int CurrentVertexCount { get { return this.positions.Count; } }
-
- private Mesh lastGeneratedMesh;
- public Mesh LastGeneratedMesh { get { return lastGeneratedMesh; } }
-
- public Mesh GenerateMesh (Skeleton skeleton) {
- skeletonColor.r = skeleton.r;
- skeletonColor.g = skeleton.g;
- skeletonColor.b = skeleton.b;
- skeletonColor.a = skeleton.a;
-
- ClearBuffers();
- var drawOrderItems = skeleton.drawOrder.Items;
- for (int i = 0, n = skeleton.drawOrder.Count; i < n; i++) {
- AddSlot(drawOrderItems[i]);
- }
-
- Mesh currentMesh = doubleBufferedMesh.GetNextMesh();
- FillMesh(currentMesh);
- lastGeneratedMesh = currentMesh;
- return currentMesh;
- }
-
- #region Internals
- private DoubleBufferedMesh doubleBufferedMesh = new DoubleBufferedMesh();
- protected Color skeletonColor = Color.white;
- protected List positions = new List();
- //protected List colors = new List(); // 5.3 mesh.SetColors(Color) is broken in UI.
- protected List colors32 = new List();
- protected List uvs = new List();
- protected List indices = new List();
- protected List normals = new List();
-
- // Buffers
- protected float[] tempVertices = new float[8];
-
- static readonly Vector3 DefaultNormal = Vector3.back;
- const float Z = 0f;
-
- protected void FillMesh (Mesh mesh) {
- mesh.Clear();
-
- if (positions.Count > 65000)
- throw new System.ArgumentException("Mesh cannot have more than 65000 vertices."); // Limitation based on UnityEngine.UI.VertexHelper
-
- mesh.SetVertices(positions);
- //mesh.SetColors(colors); // 5.3 mesh.SetColors(Color) is broken in UI.
- mesh.SetColors(colors32);
- mesh.SetUVs(0, uvs);
- mesh.SetNormals(normals);
- mesh.SetTriangles(indices, 0);
- mesh.RecalculateBounds();
- }
-
- protected void ClearBuffers () {
- positions.Clear();
- //colors.Clear(); // 5.3 mesh.SetColors(Color) is broken.
- colors32.Clear();
- uvs.Clear();
- indices.Clear();
- normals.Clear();
- }
-
- protected void AddVert (Vector3 position, Color color, Vector2 uv) {
- positions.Add(position);
- //colors.Add(color); // 5.3 mesh.SetColors(Color) is broken in UI.
- Color32 c; c.r = (byte)(color.r * 255); c.g = (byte)(color.g * 255); c.b = (byte)(color.b * 255); c.a = (byte)(color.a * 255);
- colors32.Add(c);
- uvs.Add(uv);
- normals.Add(DefaultNormal);
- }
-
- protected void AddTriangle (int id0, int id1, int id2) {
- indices.Add(id0);
- indices.Add(id1);
- indices.Add(id2);
- }
-
- protected void AddSlot (Slot slot) {
- var a = slot.attachment;
-
- var regionAttachment = a as RegionAttachment;
- if (regionAttachment != null) {
- AddAttachment(slot, regionAttachment);
- return;
- }
-
- var meshAttachment = a as MeshAttachment;
- if (meshAttachment != null) {
- AddAttachment(slot, meshAttachment);
- return;
- }
-
- var skinnedMeshAttachment = a as WeightedMeshAttachment;
- if (skinnedMeshAttachment != null) {
- AddAttachment(slot, skinnedMeshAttachment);
- return;
- }
- }
-
- // RegionAttachment
- protected void AddAttachment (Slot slot, RegionAttachment attachment) {
- var tempVertices = this.tempVertices;
- attachment.ComputeWorldVertices(slot.bone, tempVertices);
-
- float[] regionUVs = attachment.uvs;
-
- Color color = skeletonColor;
- color.r = color.r * attachment.r * slot.r;
- color.g = color.g * attachment.g * slot.g;
- color.b = color.b * attachment.b * slot.b;
- color.a = color.a * attachment.a * slot.a;
- if (premultiplyAlpha) {
- color.r *= color.a; color.g *= color.a; color.b *= color.a;
- if (slot.data.blendMode == BlendMode.additive) color.a = 0;
- }
-
- int fv = positions.Count; // first vertex index
- AddVert(new Vector3(tempVertices[RegionAttachment.X1] * scale, tempVertices[RegionAttachment.Y1] * scale), color, new Vector2(regionUVs[RegionAttachment.X1], regionUVs[RegionAttachment.Y1]));
- AddVert(new Vector3(tempVertices[RegionAttachment.X4] * scale, tempVertices[RegionAttachment.Y4] * scale), color, new Vector2(regionUVs[RegionAttachment.X4], regionUVs[RegionAttachment.Y4]));
- AddVert(new Vector3(tempVertices[RegionAttachment.X2] * scale, tempVertices[RegionAttachment.Y2] * scale), color, new Vector2(regionUVs[RegionAttachment.X2], regionUVs[RegionAttachment.Y2]));
- AddVert(new Vector3(tempVertices[RegionAttachment.X3] * scale, tempVertices[RegionAttachment.Y3] * scale), color, new Vector2(regionUVs[RegionAttachment.X3], regionUVs[RegionAttachment.Y3]));
-
- AddTriangle(fv, fv+2, fv+1);
- AddTriangle(fv+2, fv+3, fv+1);
- }
-
- // MeshAttachment
- protected void AddAttachment (Slot slot, MeshAttachment attachment) {
- var tempVertices = this.tempVertices;
- var meshUVs = attachment.uvs;
- int meshVertexCount = attachment.vertices.Length;
-
- if (tempVertices.Length < meshVertexCount)
- this.tempVertices = tempVertices = new float[meshVertexCount];
- attachment.ComputeWorldVertices(slot, tempVertices);
-
- Color color = skeletonColor;
- color.r = color.r * attachment.r * slot.r;
- color.g = color.g * attachment.g * slot.g;
- color.b = color.b * attachment.b * slot.b;
- color.a = color.a * attachment.a * slot.a;
- if (premultiplyAlpha) {
- color.r *= color.a; color.g *= color.a; color.b *= color.a;
- if (slot.data.blendMode == BlendMode.additive) color.a = 0;
- }
-
- int fv = positions.Count; // first vertex index
- for (int ii = 0; ii < meshVertexCount; ii += 2)
- AddVert(new Vector3(tempVertices[ii], tempVertices[ii + 1]) * scale, color, new Vector2(meshUVs[ii], meshUVs[ii + 1]));
-
- var attachmentTriangles = attachment.triangles;
- for (int ii = 0, n = attachmentTriangles.Length; ii < n; ii++)
- indices.Add(attachmentTriangles[ii] + fv);
- }
-
- // SkinnedMeshAttachment
- protected void AddAttachment (Slot slot, WeightedMeshAttachment attachment) {
- var tempVertices = this.tempVertices;
- float[] meshUVs = attachment.uvs;
-
- int meshVertexCount = attachment.uvs.Length;
- if (tempVertices.Length < meshVertexCount)
- this.tempVertices = tempVertices = new float[meshVertexCount];
- attachment.ComputeWorldVertices(slot, tempVertices);
-
- Color color = skeletonColor;
- color.r = color.r * attachment.r * slot.r;
- color.g = color.g * attachment.g * slot.g;
- color.b = color.b * attachment.b * slot.b;
- color.a = color.a * attachment.a * slot.a;
- if (premultiplyAlpha) {
- color.r *= color.a; color.g *= color.a; color.b *= color.a;
- if (slot.data.blendMode == BlendMode.additive) color.a = 0;
- }
-
- int fv = positions.Count; // first vertex index
- for (int ii = 0; ii < meshVertexCount; ii += 2)
- AddVert(new Vector3(tempVertices[ii], tempVertices[ii + 1]) * scale, color, new Vector2(meshUVs[ii], meshUVs[ii + 1]));
-
- var attachmentTriangles = attachment.triangles;
- for (int ii = 0, n = attachmentTriangles.Length; ii < n; ii++)
- indices.Add(attachmentTriangles[ii] + fv);
- }
- #endregion
-
- }
-
-}
-#endif
diff --git a/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs.meta b/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs.meta
deleted file mode 100644
index 9e8b698e9..000000000
--- a/spine-unity/Assets/spine-unity/Modules/Mesh Generation Samples/VertexHelperSpineMeshGenerator.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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