skip mesh export if CanExport is false

This commit is contained in:
ichi23
2021-07-27 16:11:09 +09:00
parent 35798939b7
commit c438331162

View File

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