/// <summary>
        /// 判断是否可创建临时材质
        /// </summary>
        /// <param name="mom"></param>
        /// <returns></returns>
        public static bool _OkToCreateDummyTextureBakeResult(MeshBakerCommon mom)
        {
            List <GameObject> objsToMesh = mom.GetObjectsToCombine();

            if (objsToMesh.Count == 0)
            {
                return(false);
            }
            return(true);
        }
        /// <summary>
        /// Bakes a combined mesh.
        /// </summary>
        /// <param name="mom"></param>
        /// <param name="so">This is needed to work around a Unity bug where UnpackPrefabInstance corrupts
        /// a SerializedObject. Only needed for bake into prefab.</param>
        public static bool bake(MeshBakerCommon mom, ref SerializedObject so)
        {
            bool createdDummyTextureBakeResults = false;
            bool success = false;

            try
            {
                if (mom.meshCombiner.outputOption == OutputOptions.bakeIntoSceneObject ||
                    mom.meshCombiner.outputOption == OutputOptions.bakeIntoPrefab)
                {
                    success = MeshCombinerEditorFunctions.BakeIntoCombined(mom, out createdDummyTextureBakeResults, ref so);
                }
                else
                {
                    //bake meshes in place
                    if (mom is MeshCombinerEntrance)
                    {
                        ValidationLevel vl = Application.isPlaying ? ValidationLevel.quick : ValidationLevel.robust;
                        if (!MeshBakerRoot.DoCombinedValidate(mom, ObjsToCombineTypes.prefabOnly, new EditorMethods(), vl))
                        {
                            return(false);
                        }

                        List <GameObject> objsToMesh = mom.GetObjectsToCombine();
                        ////success = MB3_BakeInPlace.BakeMeshesInPlace((MeshCombineHandler)((MeshCombinerEntrance)mom).meshCombiner, objsToMesh, mom.bakeAssetsInPlaceFolderPath, mom.clearBuffersAfterBake, updateProgressBar);
                    }
                    else
                    {
                        //多网格合并无法 Bake In Place
                        Debug.LogError("Multi-mesh Baker components cannot be used for Bake In Place. Use an ordinary Mesh Baker object instead.");
                    }
                }
                mom.meshCombiner.CheckIntegrity();
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
            finally
            {
                if (createdDummyTextureBakeResults && mom.textureBakeResults != null)
                {
                    MeshBakerUtility.Destroy(mom.textureBakeResults);
                    mom.textureBakeResults = null;
                }
                EditorUtility.ClearProgressBar();
            }
            return(success);
        }
        /// <summary>
        /// 构建预制体
        /// </summary>
        /// <param name="mom"></param>
        /// <param name="so"></param>
        public static void RebuildPrefab(MeshBakerCommon mom, ref SerializedObject so)
        {
            GameObject prefabRoot = mom.resultPrefab;
            GameObject rootGO     = (GameObject)PrefabUtility.InstantiatePrefab(prefabRoot);

            SceneBakerUtilityInEditor.UnpackPrefabInstance(rootGO, ref so);

            //remove all renderer childeren of rootGO
            Renderer[] rs = rootGO.GetComponentsInChildren <Renderer>();
            for (int i = 0; i < rs.Length; i++)
            {
                if (rs[i] != null && rs[i].transform.parent == rootGO.transform)
                {
                    MeshBakerUtility.Destroy(rs[i].gameObject);
                }
            }

            if (mom is MeshCombinerEntrance)
            {
                MeshCombinerEntrance entrance = (MeshCombinerEntrance)mom;
                MeshCombineHandler   mbs      = (MeshCombineHandler)entrance.meshCombiner;
                MeshCombineHandler.BuildPrefabHierarchy(mbs, rootGO, mbs.GetMesh());
            }
            ////else if (mom is MB3_MultiMeshBaker)
            ////{
            ////    MB3_MultiMeshBaker mmb = (MB3_MultiMeshBaker)mom;
            ////    MB3_MultiMeshCombiner mbs = (MB3_MultiMeshCombiner)mmb.meshCombiner;
            ////    for (int i = 0; i < mbs.meshCombiners.Count; i++)
            ////    {
            ////        MB3_MeshCombinerSingle.BuildPrefabHierarchy(mbs.meshCombiners[i].combinedMesh, rootGO, mbs.meshCombiners[i].combinedMesh.GetMesh(), true);
            ////    }
            ////}
            else
            {
                Debug.LogError("MeshCombiner合并器类型错误");
            }

            //保存预制体
            string prefabPth = AssetDatabase.GetAssetPath(prefabRoot);

            SceneBakerUtilityInEditor.ReplacePrefab(rootGO, prefabPth, ReplacePrefabOption.connectToPrefab);
            if (mom.meshCombiner.renderType != RendererType.skinnedMeshRenderer)
            {
                // For Skinned meshes, leave the prefab instance in the scene so source game objects can moved into the prefab.
                UnityEditor.Editor.DestroyImmediate(rootGO);
            }
        }
 /// <summary>
 /// 保存网格资源至 Asset 中
 /// </summary>
 public static void SaveMeshsToAssetDatabase(MeshBakerCommon mom, string folderPath, string newFileNameBase)
 {
     if (mom is MeshCombinerEntrance)
     {
         MeshCombinerEntrance mb = (MeshCombinerEntrance)mom;
         string newFilename      = newFileNameBase + ".asset";
         string ap = AssetDatabase.GetAssetPath(((MeshCombineHandler)mb.meshCombiner).GetMesh());
         if (ap == null || ap.Equals(""))
         {
             Debug.Log("保存网格资源 " + newFilename);
             AssetDatabase.CreateAsset(((MeshCombineHandler)mb.meshCombiner).GetMesh(), newFilename);
         }
         else
         {
             Debug.Log("Mesh is an asset at " + ap);
         }
     }
     //else if (mom is MB3_MultiMeshBaker)
     //{
     //    MB3_MultiMeshBaker mmb = (MB3_MultiMeshBaker)mom;
     //    List<MB3_MultiMeshCombiner.CombinedMesh> combiners = ((MB3_MultiMeshCombiner)mmb.meshCombiner).meshCombiners;
     //    for (int i = 0; i < combiners.Count; i++)
     //    {
     //        string newFilename = newFileNameBase + i + ".asset";
     //        Mesh mesh = combiners[i].combinedMesh.GetMesh();
     //        string ap = AssetDatabase.GetAssetPath(mesh);
     //        if (ap == null || ap.Equals(""))
     //        {
     //            Debug.Log("Saving mesh asset to " + newFilename);
     //            AssetDatabase.CreateAsset(mesh, newFilename);
     //        }
     //        else
     //        {
     //            Debug.Log("Mesh is an asset at " + ap);
     //        }
     //    }
     //}
     else
     {
         Debug.LogError("Argument was not a MeshCombineEntrance or an MultiMeshBaker.");
     }
 }
        /// <summary>
        ///  Bakes a combined mesh.
        ///  如果是从Inspector代码中调用的,则传入该组件的SerializedObject
        ///  对于“烘焙到预制”可能会损坏SerializedObject。这是必需的
        /// </summary>
        public static bool BakeIntoCombined(MeshBakerCommon mom, out bool createdDummyTextureBakeResults, ref SerializedObject so)
        {
            OutputOptions prefabOrSceneObject = mom.meshCombiner.outputOption;

            createdDummyTextureBakeResults = false;
            if (prefabOrSceneObject != OutputOptions.bakeIntoPrefab && prefabOrSceneObject != OutputOptions.bakeIntoSceneObject)
            {
                Debug.LogError("Paramater prefabOrSceneObject must be bakeIntoPrefab or bakeIntoSceneObject");
                return(false);
            }

            //从父物体获得 贴图合并组件及其贴图合并结果 Asset
            TextureCombineEntrance tb = mom.GetComponentInParent <TextureCombineEntrance>();

            if (mom.textureBakeResults == null && tb != null)
            {
                mom.textureBakeResults = tb.textureBakeResults;
            }
            //贴图合并结果为空时,则创建
            if (mom.textureBakeResults == null)
            {
                if (_OkToCreateDummyTextureBakeResult(mom))
                {
                    createdDummyTextureBakeResults = true;
                    List <GameObject> gos = mom.GetObjectsToCombine();
                    if (mom.GetNumObjectsInCombined() > 0)
                    {
                        if (mom.clearBuffersAfterBake)
                        {
                            mom.ClearMesh();
                        }
                        else
                        {
                            Debug.LogError("'Texture Bake Result' must be set to add more objects to a combined mesh that " +
                                           "already contains objects. Try enabling 'clear buffers after bake'");
                            return(false);
                        }
                    }
                    mom.textureBakeResults = TextureBakeResults.CreateForMaterialsOnRenderer(
                        gos.ToArray(),
                        mom.meshCombiner.GetMaterialsOnTargetRenderer());
                    Debug.Log("'Texture Bake Result' was not set. " +
                              "Creating a temporary one. Each material will be mapped to a separate submesh.");
                }
            }

            //合并检测
            ValidationLevel vl = Application.isPlaying ? ValidationLevel.quick : ValidationLevel.robust;

            if (!MeshBakerRoot.DoCombinedValidate(mom, ObjsToCombineTypes.sceneObjOnly, new EditorMethods(), vl))
            {
                return(false);
            }

            //检测空预制体资源是否已创建
            if (prefabOrSceneObject == OutputOptions.bakeIntoPrefab &&
                mom.resultPrefab == null)
            {
                Debug.LogError("Need to set the Combined Mesh Prefab field. " +
                               "Create a prefab asset, drag an empty game object into it, and drag it to the 'Combined Mesh Prefab' field.");
                return(false);
            }

            if (mom.meshCombiner.resultSceneObject != null &&
                (SceneBakerUtilityInEditor.GetPrefabType(mom.meshCombiner.resultSceneObject) == PrefabType.modelPrefab ||
                 SceneBakerUtilityInEditor.GetPrefabType(mom.meshCombiner.resultSceneObject) == PrefabType.prefab))
            {
                Debug.LogWarning("Result Game Object was a project asset not a scene object instance. Clearing this field.");
                mom.meshCombiner.resultSceneObject = null;
            }

            mom.ClearMesh();

            //合并
            if (mom.AddDeleteGameObjects(mom.GetObjectsToCombine().ToArray(), null, false))
            {
                mom.Apply(UnwrapUV2);
                if (createdDummyTextureBakeResults)
                {
                    //临时合并的贴图
                    Debug.Log(String.Format("Successfully baked {0} meshes each material is mapped to its own submesh.",
                                            mom.GetObjectsToCombine().Count));
                }
                else
                {
                    Debug.Log(String.Format("Successfully baked {0} meshes", mom.GetObjectsToCombine().Count));
                }


                if (prefabOrSceneObject == OutputOptions.bakeIntoSceneObject)
                {
                    PrefabType pt = SceneBakerUtilityInEditor.GetPrefabType(mom.meshCombiner.resultSceneObject);
                    if (pt == PrefabType.prefab || pt == PrefabType.modelPrefab)
                    {
                        Debug.LogError("Combined Mesh Object is a prefab asset. " +
                                       "If output option bakeIntoSceneObject then this must be an instance in the scene.");
                        return(false);
                    }
                }
                else if (prefabOrSceneObject == OutputOptions.bakeIntoPrefab)
                {
                    string prefabPth = AssetDatabase.GetAssetPath(mom.resultPrefab);
                    if (prefabPth == null || prefabPth.Length == 0)
                    {
                        Debug.LogError("无法保存,合并游戏物体并非磁盘上的资源。");
                        return(false);
                    }
                    string baseName    = Path.GetFileNameWithoutExtension(prefabPth);
                    string folderPath  = prefabPth.Substring(0, prefabPth.Length - baseName.Length - 7);
                    string newFilename = folderPath + baseName + "-mesh";

                    //保存网格资源
                    SaveMeshsToAssetDatabase(mom, folderPath, newFilename);

                    if (mom.meshCombiner.renderType == RendererType.skinnedMeshRenderer)
                    {
                        Debug.LogWarning("Render type is skinned mesh renderer. " +
                                         "Can't create prefab until all bones have been added to the combined mesh object " + mom.resultPrefab +
                                         " Add the bones then drag the combined mesh object to the prefab.");
                    }
                    //构建 Prefab
                    RebuildPrefab(mom, ref so);

                    MeshBakerUtility.Destroy(mom.meshCombiner.resultSceneObject);
                }
                else
                {
                    Debug.LogError("合并输出类型出错");
                    return(false);
                }
            }
            else
            {
                //加入合并失败
                if (mom.clearBuffersAfterBake)
                {
                    mom.meshCombiner.ClearBuffers();
                }
                if (createdDummyTextureBakeResults)
                {
                    MeshBakerUtility.Destroy(mom.textureBakeResults);
                }
                return(false);
            }

            //清除缓存数据
            if (mom.clearBuffersAfterBake)
            {
                mom.meshCombiner.ClearBuffers();
            }
            //临时Texture
            if (createdDummyTextureBakeResults)
            {
                MeshBakerUtility.Destroy(mom.textureBakeResults);
            }
            return(true);
        }
        public static bool BakeIntoCombined(MeshBakerCommon mom, out bool createdDummyTextureBakeResults)
        {
            SerializedObject so = null;

            return(BakeIntoCombined(mom, out createdDummyTextureBakeResults, ref so));
        }
        public static bool bake(MeshBakerCommon mom)
        {
            SerializedObject so = null;

            return(bake(mom, ref so));
        }
        private void DrawGUI(SerializedObject meshBaker, MeshBakerCommon target, System.Type editorWindowType)
        {
            if (meshBaker == null)
            {
                return;
            }

            meshBaker.Update();

            //说明窗口
            showInstructions = EditorGUILayout.Foldout(showInstructions, "说明:");
            if (showInstructions)
            {
                EditorGUILayout.HelpBox("1. Bake combined material(s).\n\n" +
                                        "2. If necessary set the 'Texture Bake Results' field.\n\n" +
                                        "3. Add scene objects or prefabs to combine or check 'Same As Texture Baker'. For best results these should use the same shader as result material.\n\n" +
                                        "4. Select options and 'Bake'.\n\n" +
                                        "6. Look at warnings/errors in console. Decide if action needs to be taken.\n\n" +
                                        "7. (optional) Disable renderers in source objects.", UnityEditor.MessageType.None);

                EditorGUILayout.Separator();
            }

            MeshBakerCommon momm = (MeshBakerCommon)target;

            //已合并材质资源
            EditorGUILayout.PropertyField(textureBakeResults, gc_textureBakeResultsGUIContent);
            if (textureBakeResults.objectReferenceValue != null)
            {
                showContainsReport = EditorGUILayout.Foldout(showContainsReport, "Shaders & Materials Contained");
                if (showContainsReport)
                {
                    EditorGUILayout.HelpBox(((TextureBakeResults)textureBakeResults.objectReferenceValue).GetDescription(), MessageType.Info);
                }
            }

            EditorGUILayout.BeginVertical(editorStyles.editorBoxBackgroundStyle);
            //参与网格合并物体列表
            EditorGUILayout.LabelField("合并物体列表", EditorStyles.whiteBoldLabel);
            if (momm.GetTextureBaker() != null)
            {
                EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent);
            }
            else
            {
                useObjsToMeshFromTexBaker.boolValue = false;
                momm.useObjsToMeshFromTexBaker      = false;
                GUI.enabled = false;
                EditorGUILayout.PropertyField(useObjsToMeshFromTexBaker, gc_useTextureBakerObjsGUIContent);
                GUI.enabled = true;
            }

            //与参与材质合并物体不同
            if (!momm.useObjsToMeshFromTexBaker)
            {
                //添加工具
                if (GUILayout.Button(gc_openToolsWindowLabelContent))
                {
                    IMeshCombinerEditorWindow mmWin = (IMeshCombinerEditorWindow)EditorWindow.GetWindow(editorWindowType);
                    mmWin.target = (MeshBakerRoot)target;
                }

                object[] objs = EditorMethods.DropZone("Drag & Drop Renderers Or Parents Here To Add Objects To Be Combined", 300, 50);
                EditorMethods.AddDroppedObjects(objs, momm);

                EditorGUILayout.PropertyField(objsToMesh, gc_objectsToCombineGUIContent, true);
                EditorGUILayout.Separator();
                EditorGUILayout.BeginHorizontal();
                if (GUILayout.Button("Select Objects In Scene"))
                {
                    Selection.objects = momm.GetObjectsToCombine().ToArray();
                    if (momm.GetObjectsToCombine().Count > 0)
                    {
                        SceneView.lastActiveSceneView.pivot = momm.GetObjectsToCombine()[0].transform.position;
                    }
                }
                if (GUILayout.Button(gc_SortAlongAxis))
                {
                    MeshBakerRoot.ZSortObjects sorter = new MeshBakerRoot.ZSortObjects();
                    sorter.sortAxis = sortOrderAxis.vector3Value;
                    sorter.SortByDistanceAlongAxis(momm.GetObjectsToCombine());
                }
                EditorGUILayout.PropertyField(sortOrderAxis, GUIContent.none);
                EditorGUILayout.EndHorizontal();
            }
            else
            {
                GUI.enabled = false;
                EditorGUILayout.PropertyField(objsToMesh, gc_objectsToCombineGUIContent, true);
                GUI.enabled = true;
            }
            EditorGUILayout.EndVertical();

            EditorGUILayout.Space();
            EditorGUILayout.LabelField("输出:", EditorStyles.boldLabel);
            EditorGUILayout.PropertyField(outputOptions, gc_outputOptoinsGUIContent);
            //输出方式设置
            if (momm.meshCombiner.outputOption == OutputOptions.bakeIntoSceneObject)
            {
                momm.meshCombiner.resultSceneObject = (GameObject)EditorGUILayout.ObjectField("合并后游戏物体",
                                                                                              momm.meshCombiner.resultSceneObject, typeof(GameObject), true);
                if (momm is MeshCombinerEntrance)
                {
                    string l = "Mesh";
                    Mesh   m = (Mesh)mesh.objectReferenceValue;
                    if (m != null)
                    {
                        l += " (" + m.GetInstanceID() + ")";
                    }
                    Mesh nm = (Mesh)EditorGUILayout.ObjectField(new GUIContent(l), m, typeof(Mesh), true);
                    if (nm != m)
                    {
                        Undo.RecordObject(momm, "Assign Mesh");
                        ((MeshCombineHandler)momm.meshCombiner).SetMesh(nm);
                        mesh.objectReferenceValue = nm;
                    }
                }
            }
            //合并为预制体
            else if (momm.meshCombiner.outputOption == OutputOptions.bakeIntoPrefab)
            {
                momm.resultPrefab = (GameObject)EditorGUILayout.ObjectField(
                    gc_combinedMeshPrefabGUIContent, momm.resultPrefab, typeof(GameObject), true);
                if (momm is MeshCombinerEntrance)
                {
                    string l = "Mesh";
                    Mesh   m = (Mesh)mesh.objectReferenceValue;
                    if (m != null)
                    {
                        l += " (" + m.GetInstanceID() + ")";
                    }
                    Mesh nm = (Mesh)EditorGUILayout.ObjectField(new GUIContent(l), m, typeof(Mesh), true);
                    if (nm != m)
                    {
                        Undo.RecordObject(momm, "Assign Mesh");
                        ((MeshCombineHandler)momm.meshCombiner).SetMesh(nm);
                        mesh.objectReferenceValue = nm;
                    }
                }
            }
            //合并磁盘中文件
            else if (momm.meshCombiner.outputOption == OutputOptions.bakeMeshAssetsInPlace)
            {
                EditorGUILayout.HelpBox("Try the BatchPrefabBaker component. " +
                                        "It makes preparing a batch of prefabs for static/ dynamic batching much easier.", MessageType.Info);
                if (GUILayout.Button("Choose Folder For Bake In Place Meshes"))
                {
                    string newFolder = EditorUtility.SaveFolderPanel("Folder For Bake In Place Meshes", Application.dataPath, "");
                    if (!newFolder.Contains(Application.dataPath))
                    {
                        Debug.LogWarning("The chosen folder must be in your assets folder.");
                    }
                    momm.bakeAssetsInPlaceFolderPath = "Assets" + newFolder.Replace(Application.dataPath, "");
                }
                EditorGUILayout.LabelField("Folder For Meshes: " + momm.bakeAssetsInPlaceFolderPath);
            }

            //if (momm is MB3_MultiMeshBaker)
            //{
            //    ////MB3_MultiMeshCombiner mmc = (MB3_MultiMeshCombiner)momm.meshCombiner;
            //    ////mmc.maxVertsInMesh = EditorGUILayout.IntField("Max Verts In Mesh", mmc.maxVertsInMesh);
            //}

            //-----------------------------------
            EditorGUILayout.Space();
            EditorGUILayout.LabelField("网格合并设置:", EditorStyles.boldLabel);
            bool settingsEnabled = true;

            //------------- Mesh Baker Settings is a bit tricky because it is an interface.

            UnityEngine.Object obj = settingsHolder.objectReferenceValue;

            //通用合并网格设置
            // Don't use a PropertyField because we may not be able to use the assigned object.
            // It may not implement requried interface.
            obj = EditorGUILayout.ObjectField(gc_Settings, obj, typeof(UnityEngine.Object), true);
            //通用设置为空,使用下方设置
            if (obj == null)
            {
                settingsEnabled = true;
                settingsHolder.objectReferenceValue = null;
                if (meshBakerSettingsExternal != null)
                {
                    meshBakerSettingsExternal.OnDisable();
                    meshBakerSettingsExternal = null;
                }
            }
            else if (obj is GameObject)
            {
                // Check to see if there is a component on this game object that implements MB_IMeshBakerSettingsHolder
                IMeshCombinerSettingHolder itf = (IMeshCombinerSettingHolder)((GameObject)obj).GetComponent(typeof(IMeshCombinerSettingHolder));
                if (itf != null)
                {
                    settingsEnabled = false;
                    Component settingsHolderComponent = (Component)itf;
                    if (settingsHolder.objectReferenceValue != settingsHolderComponent)
                    {
                        settingsHolder.objectReferenceValue = settingsHolderComponent;
                        meshBakerSettingsExternal           = new MeshCombineSettingEditor();
                        meshBakerSettingsExternal.OnEnable(itf.GetMeshBakerSettingsAsSerializedProperty());
                    }
                }
                else
                {
                    settingsEnabled = true;
                    settingsHolder  = null;
                    if (meshBakerSettingsExternal != null)
                    {
                        meshBakerSettingsExternal.OnDisable();
                        meshBakerSettingsExternal = null;
                    }
                }
            }
            else if (obj is IMeshCombinerSettingHolder)
            {
                settingsEnabled = false;
                if (settingsHolder.objectReferenceValue != obj)
                {
                    settingsHolder.objectReferenceValue = obj;
                    meshBakerSettingsExternal           = new MeshCombineSettingEditor();
                    meshBakerSettingsExternal.OnEnable(((IMeshCombinerSettingHolder)obj).GetMeshBakerSettingsAsSerializedProperty());
                }
            }
            else
            {
                Debug.LogError("Object was not a Mesh Baker Settings object.");
            }
            EditorGUILayout.Space();

            if (settingsHolder.objectReferenceValue == null)
            {
                // Use the meshCombiner settings
                meshBakerSettingsThis.DrawGUI(momm.meshCombiner, settingsEnabled);
            }
            else
            {
                if (meshBakerSettingsExternal == null)
                {
                    meshBakerSettingsExternal = new MeshCombineSettingEditor();
                    meshBakerSettingsExternal.OnEnable(((IMeshCombinerSettingHolder)obj).GetMeshBakerSettingsAsSerializedProperty());
                }
                var set      = settingsHolder.objectReferenceValue;
                var settings = (IMeshCombinerSettingHolder)settingsHolder.objectReferenceValue;
                meshBakerSettingsExternal.DrawGUI(settings.GetMeshBakerSettings(), settingsEnabled);
            }

            Color oldColor = GUI.backgroundColor;

            GUI.backgroundColor = buttonColor;
            if (GUILayout.Button("合并"))
            {
                bake(momm, ref meshBaker);
            }
            GUI.backgroundColor = oldColor;

            string enableRenderersLabel;
            bool   disableRendererInSource = false;

            if (momm.GetObjectsToCombine().Count > 0)
            {
                Renderer r = MeshBakerUtility.GetRenderer(momm.GetObjectsToCombine()[0]);
                if (r != null && r.enabled)
                {
                    disableRendererInSource = true;
                }
            }
            if (disableRendererInSource)
            {
                enableRenderersLabel = "隐藏源游戏物体";
            }
            else
            {
                enableRenderersLabel = "显示源游戏物体";
            }
            if (GUILayout.Button(enableRenderersLabel))
            {
                momm.EnableDisableSourceObjectRenderers(!disableRendererInSource);
            }

            meshBaker.ApplyModifiedProperties();
            meshBaker.SetIsDifferentCacheDirty();
        }