void updateSpriteDeformer() { Undo.RecordObject(spriteDeformer, "Topology"); spriteDeformer.SetAllDirty(); spriteDeformer.UpdateMeshImmediate(); EditorUtility.SetDirty(spriteDeformer); }
public void upDateMeshDate(bool iRechengeTopology = false) { bool tr = spriteDeformer.triangulateWithOffsetPosition ? true : iRechengeTopology; spriteDeformer.dirty_offset = true; spriteDeformer.dirty_tris = tr; spriteDeformer.dirty_color = true; spriteDeformer.dirty_normals = true; spriteDeformer.UpdateMeshImmediate(); recalculeteBounds(); if (spriteDeformer.editorProps.generateColliderInEditor) { spriteDeformer.GenerateCollider(); } EditorUtility.SetDirty(spriteDeformer); }