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