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skip mesh export if CanExport is false
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@@ -247,6 +247,11 @@ namespace UniGLTF
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MeshBlendShapeIndexMap = new Dictionary<Mesh, Dictionary<int, int>>();
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foreach (var unityMesh in uniqueUnityMeshes)
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{
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if (!unityMesh.CanExport)
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{
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continue;
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}
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var (gltfMesh, blendShapeIndexMap) = meshExportSettings.DivideVertexBuffer
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? MeshExporter_DividedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, m_settings.InverseAxis.Create(), meshExportSettings)
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: MeshExporter_SharedVertexBuffer.Export(glTF, bufferIndex, unityMesh, Materials, m_settings.InverseAxis.Create(), meshExportSettings)
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