public static void SetPerTriangleUV2(Mesh src, Vector2[] triUV)
{
int triCount = InternalMeshUtil.CalcTriangleCount(src);
int uvCount = triUV.Length;
if (uvCount != 3 * triCount)
{
Debug.LogError("mesh contains " + triCount + " triangles but " + uvCount + " uvs are provided");
return;
}
SetPerTriangleUV2NoCheck(src, triUV);
}