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How To Recalculate Animation Culling Renderers after Dynamic Instantiate SkinnedMeshRenderer

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We set Animation componnet culling type equals `Based On Renderers`, but when we disable all origin skinnedMeshRenderers on gameObject and Instantiate New SkinnedMeshRenderer, animation will be cull and not play. But we want animation play without change culling type to `allways animate`. So is there any way to recalculate animation culling Renderers that affect animation culling?

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