Fix MeshIntegratorWizard cannot run with insufficient materials for submeshes

This commit is contained in:
Akane Sayama 2022-06-26 18:08:25 +09:00
parent 356349f2a5
commit cb0bf9ce24

View File

@ -135,7 +135,7 @@ namespace UniGLTF.MeshUtility
BindPoses.Add(bindpose);
Bones.Add(bone);
for (int i = 0; i < mesh.subMeshCount; ++i)
for (int i = 0; i < mesh.subMeshCount && i < renderer.sharedMaterials.Length; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];
@ -193,7 +193,7 @@ namespace UniGLTF.MeshUtility
Bones.Add(renderer.transform);
}
for (int i = 0; i < mesh.subMeshCount; ++i)
for (int i = 0; i < mesh.subMeshCount && i < renderer.sharedMaterials.Length; ++i)
{
var indices = mesh.GetIndices(i).Select(x => x + indexOffset);
var mat = renderer.sharedMaterials[i];