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Fix .vrm buffers overshoot array by one byte sometimes ?
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@@ -191,7 +191,8 @@ namespace UniGLTF
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{
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var view = GLTF.bufferViews[bufferView];
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var segment = GetBytesFromBuffer(view.buffer);
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return segment.GetSubArray(view.byteOffset, view.byteLength);
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ClampBufferViewToSegment(view.byteOffset, view.byteLength, segment.Length, out int start, out int length);
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return segment.GetSubArray(start, length);
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}
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NativeArray<byte> GetBytesFromBufferView(glTFBufferView view)
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