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https://github.com/maxartz15/MA_TextureAtlasser.git
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Fixed mesh duplication.
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@ -9,6 +9,7 @@ using System.IO;
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using System.Text;
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using System.Text;
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using System.Collections;
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using System.Collections;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine;
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using UnityEditor;
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using UnityEditor;
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@ -39,12 +40,16 @@ namespace MA_Mesh
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public static Mesh MA_DuplicateMesh(Mesh mesh)
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public static Mesh MA_DuplicateMesh(Mesh mesh)
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{
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{
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Mesh newMesh = new Mesh();
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Mesh newMesh = new Mesh();
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newMesh.name = mesh.name;
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newMesh.SetVertices(new List<Vector3>(mesh.vertices));
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newMesh.SetVertices(new List<Vector3>(mesh.vertices));
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newMesh.bounds = mesh.bounds;
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newMesh.colors = mesh.colors.ToArray();
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newMesh.subMeshCount = mesh.subMeshCount;
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for (int i = 0; i < mesh.subMeshCount; i++)
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for (int i = 0; i < mesh.subMeshCount; i++)
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{
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{
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newMesh.SetTriangles(mesh.GetTriangles(i), i);
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newMesh.SetTriangles(mesh.GetTriangles(i), i);
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}
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}
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newMesh.subMeshCount = mesh.subMeshCount;
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newMesh.SetNormals(new List<Vector3>(mesh.normals));
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newMesh.SetNormals(new List<Vector3>(mesh.normals));
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newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
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newMesh.SetUVs(0, new List<Vector2>(mesh.uv));
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newMesh.SetTangents(new List<Vector4>(mesh.tangents));
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newMesh.SetTangents(new List<Vector4>(mesh.tangents));
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