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	Include inactive meshes.
Option to include inactive meshes.
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		@@ -225,17 +225,25 @@ namespace TAO.VertexAnimation
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			return target;
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		}
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		public static void ConbineAndConvertGameObject(this GameObject gameObject)
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		public static void ConbineAndConvertGameObject(this GameObject gameObject, bool includeInactive = false)
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		{
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			// Get Skinned Meshes.
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			List<SkinnedMeshRenderer> skinnedMeshes = gameObject.GetComponentsInChildren<SkinnedMeshRenderer>(true).ToList();
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			List<SkinnedMeshRenderer> skinnedMeshes = new List<SkinnedMeshRenderer>();
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			gameObject.GetComponentsInChildren(includeInactive, skinnedMeshes);
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			List<MeshFilter> meshFilters = new List<MeshFilter>();
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			gameObject.GetComponentsInChildren(includeInactive, meshFilters);
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			// Get Meshes.
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			List<(MeshFilter, MeshRenderer)> meshes = new List<(MeshFilter, MeshRenderer)>();
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			foreach (var mf in gameObject.GetComponentsInChildren<MeshFilter>(true))
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			foreach (var mf in meshFilters)
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			{
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				if (mf.TryGetComponent(out MeshRenderer mr))
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				{
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					meshes.Add((mf, mr));
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					if (includeInactive || (!includeInactive && mr.enabled))
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					{
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						meshes.Add((mf, mr));
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					}
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				}
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			}
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