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IndexOutOfRangeException In InterpolateFast
#8
I also thought about keeping the generated objects from being part of prefabs, to avoid the issue happening when trying to destroy them. I tried to set their hideFlags to HideFlags.DontSave. It works, but those objects become not compatible with global illumination, as explained by this warning from Unity that pops in the console:
"Some MeshRenderers cannot contribute to global illumination, because their HideFlags are set to DontSaveInEditor, HideAndDontSave or DontSaveInBuild."
I haven't yet found the perfect solution
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RE: IndexOutOfRangeException In InterpolateFast - by _Aka_ - 09-06-2019, 09:44 PM

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