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@ -109,8 +109,10 @@ namespace MA_TextureAtlasserPro
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}
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SerializedProperty meshesSP = modelGroupsSP.GetArrayElementAtIndex(i).FindPropertyRelative("meshes");
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#if UNITY_2020_2
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#else
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EditorGUILayout.PropertyField(meshesSP, false, GUILayout.ExpandWidth(false), GUILayout.MaxWidth(editorViewRect.width * 0.5f));
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#endif
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if (meshesSP.isExpanded)
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{
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for (int j = 0; j < curWindow.textureAtlas.selectedTextureQuad.modelGroups[i].meshes.Count; j++)
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@ -84,7 +84,12 @@ namespace MA_Mesh
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newMesh.SetTriangles(mesh.GetTriangles(i), i);
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}
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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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for (int i = 0; i < 8; i++)
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{
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List<Vector2> uvs = new List<Vector2>();
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mesh.GetUVs(i, uvs);
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newMesh.SetUVs(i, uvs);
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}
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newMesh.SetTangents(new List<Vector4>(mesh.tangents));
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newMesh.SetColors(new List<Color>(mesh.colors));
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@ -199,7 +199,7 @@ namespace MA_Texture
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if(flipY)
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{
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//Y is 'flipped' because textures are made from left to right, bottom to top. We want to draw from left to right and top to bottom.
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for (int y = combineTexture.height; y > 0; y--)
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for (int y = combineTexture.height - 1; y >= 0; y--)
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{
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texture.SetPixel(x + offsetX, y + (texture.height - offsetY - combineTexture.height), combineTexture.GetPixel(x, y));
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}
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@ -11,6 +11,7 @@ Texture atlas creator tool for Unity. <br> This tool is made to combine textures
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### Unity versions
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- Latest release requires Unity 2018.3 or higher.
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- Releases before 1.8 should work with older Unity versions.
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- Upgrading to 1.8+ will break existing atlasses.
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## Export options
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### Meshes
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@ -23,4 +24,4 @@ Texture atlas creator tool for Unity. <br> This tool is made to combine textures
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## Resources
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[Youtube video](https://youtu.be/PBRKlopkZP0) <br>
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[Website](https://maxartz15.com/ma-textureatlasser/)
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[Website](https://maxartz15.com/ma_textureatlas/)
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