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fix: add meshCleared flag to optimize mesh clearing
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@@ -30,6 +30,7 @@ namespace Coffee.UIExtensions
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private int _index;
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private bool _isPrevStored;
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private bool _isTrail;
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private bool _meshCleared;
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private Bounds _lastBounds;
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private Material _materialForRendering;
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private Material _modifiedMaterial;
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@@ -285,10 +286,14 @@ namespace Coffee.UIExtensions
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|| (_isTrail && !_particleSystem.trails.enabled) // Trail, but it is not enabled.
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)
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{
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// Skip clearing the mesh if it's already cleared.
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if (_meshCleared) return;
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Profiler.BeginSample("[UIParticleRenderer] Clear Mesh");
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workerMesh.Clear();
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canvasRenderer.SetMesh(workerMesh);
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_lastBounds = new Bounds();
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_meshCleared = true;
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Profiler.EndSample();
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return;
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@@ -312,6 +317,7 @@ namespace Coffee.UIExtensions
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// customData.SetVector(ParticleSystemCustomData.Custom2, 3, 0);
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// }
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_meshCleared = false;
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var main = _particleSystem.main;
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var scale = GetWorldScale();
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var psPos = _particleSystem.transform.position;
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