So I can’t work out when my skinned mesh combiner causes an error in the following circumstances:
- Play from Editor
- Run on iPhone
But NOT
- Published build on desktop
ARGHHH
I’m getting a WebGL error about an out of range vertex index. However when I run analysis on the procedural mesh there are no out of range vertices.
So my questions:
-
Could there be a limitation somewhere I’m not aware of (Seems unlikely as it happens with a single mesh and always less than 65k vertices)?
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Are there any debugging tools I can use to further investigate this?
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Any pro tips