Ignore meshFilter if it hided or hasn't vertex

This commit is contained in:
notargs
2021-10-08 13:50:34 +09:00
parent d0f5c0f22c
commit 75afd54cfb

View File

@@ -201,7 +201,7 @@ namespace UniGLTF
else if (renderer is MeshRenderer mr)
{
var filter = mr.GetComponent<MeshFilter>();
if (filter != null)
if (filter.hideFlags == HideFlags.None && Mesh.vertexCount > 0 && filter != null)
{
Mesh = filter.sharedMesh;
}