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Unity mesh.vertices更新時のエラー回避

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コード

            
            //新しい頂点が少ない場合、頂点データを先に更新すると、
            //その瞬間だけ三角形が更新できなくてエラーになるので順序を変える
            if (newVerts.Count()<mesh.vertexCount)
            {
                mesh.triangles = triangles.ToArray();
                mesh.vertices = newVerts;
            }
            else
            {
                mesh.vertices = newVerts;
                mesh.triangles = triangles.ToArray();
            }

            // メッシュの更新
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();

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