Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[Unity] Fix for when having SteamAudioGeometry on an gameobject that had a mesh but no sharedmesh #292

Open
wants to merge 1 commit into
base: master
Choose a base branch
from
Open
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
Original file line number Diff line number Diff line change
Expand Up @@ -1383,7 +1383,7 @@ public static int GetNumVertices(GameObject gameObject)
var mesh = gameObject.GetComponent<MeshFilter>();
var terrain = gameObject.GetComponent<Terrain>();

if (mesh != null)
if (mesh != null && mesh.sharedMesh != null)
{
return mesh.sharedMesh.vertexCount;
}
Expand Down Expand Up @@ -1417,7 +1417,7 @@ public static int GetNumTriangles(GameObject gameObject)
var mesh = gameObject.GetComponent<MeshFilter>();
var terrain = gameObject.GetComponent<Terrain>();

if (mesh != null)
if (mesh != null && mesh.sharedMesh != null)
{
return mesh.sharedMesh.triangles.Length / 3;
}
Expand Down Expand Up @@ -1762,7 +1762,7 @@ static void GetVertices(GameObject gameObject, Vector3[] vertices, int offset, T
var mesh = gameObject.GetComponent<MeshFilter>();
var terrain = gameObject.GetComponent<Terrain>();

if (mesh != null)
if (mesh != null && mesh.sharedMesh != null)
{
var vertexArray = mesh.sharedMesh.vertices;
for (var i = 0; i < vertexArray.Length; ++i)
Expand Down Expand Up @@ -1823,7 +1823,7 @@ static void GetTriangles(GameObject gameObject, Triangle[] triangles, int offset
var mesh = gameObject.GetComponent<MeshFilter>();
var terrain = gameObject.GetComponent<Terrain>();

if (mesh != null)
if (mesh != null && mesh.sharedMesh != null)
{
var triangleArray = mesh.sharedMesh.triangles;
for (var i = 0; i < triangleArray.Length / 3; ++i)
Expand Down