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Unity 5 support
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@ -334,6 +334,10 @@ namespace Unity_Studio
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}
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m_Name = a_Stream.ReadAlignedString(a_Stream.ReadInt32());
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if (m_Name == "holotable_glow_mesh")
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{
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bool stop = true;
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}
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if (version[0] < 3 || (version[0] == 3 && version[1] < 5))
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{
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m_Use16BitIndices = a_Stream.ReadBoolean();
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@ -781,6 +785,7 @@ namespace Unity_Studio
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m_UV_Packed.m_Start = a_Stream.ReadSingle();
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m_UV_Packed.m_Data = new byte[a_Stream.ReadInt32()];
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a_Stream.Read(m_UV_Packed.m_Data, 0, m_UV_Packed.m_Data.Length);
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a_Stream.AlignStream(4);
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m_UV_Packed.m_BitSize = a_Stream.ReadByte();
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a_Stream.Position += 3; //4 byte alignment
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@ -788,7 +793,7 @@ namespace Unity_Studio
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{
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uint[] m_UV_Unpacked = UnpackBitVector(m_UV_Packed);
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int bitmax = 0;
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for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
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for (int b = 0; b < m_UV_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
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m_UV1 = new float[m_VertexCount * 2];
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@ -896,7 +901,7 @@ namespace Unity_Studio
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{
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uint[] m_FloatColors_Unpacked = UnpackBitVector(m_FloatColors);
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int bitmax = 0;
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for (int b = 0; b < m_Vertices_Packed.m_BitSize; b++) { bitmax |= (1 << b); }
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for (int b = 0; b < m_FloatColors.m_BitSize; b++) { bitmax |= (1 << b); }
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m_Colors = new float[m_FloatColors.m_NumItems];
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