Merge pull request #1721 from azwjp/meshintegrator-v0_99_1

Fix MeshIntegratorWizard cannot run with insufficient materials for submeshes
This commit is contained in:
ousttrue
2022-06-28 17:31:46 +09:00
committed by GitHub

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@@ -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];