/// <summary> /// Returns a new linked mesh linked to this MeshAttachment. It will be mapped to an AtlasRegion generated from a Sprite. The AtlasRegion will be mapped to a new Material based on the shader. /// For better caching and batching, use GetLinkedMesh(string, AtlasRegion, bool)</summary> public static MeshAttachment GetLinkedMesh (this MeshAttachment o, Sprite sprite, Shader shader, bool inheritDeform = true) { return o.GetLinkedMesh(sprite.name, sprite.ToAtlasRegion(new Material(shader)), inheritDeform); }