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Fixed mesh attachment using the slot vertices length.
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@ -96,8 +96,9 @@ namespace Spine {
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y += bone.worldY;
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float m00 = bone.m00, m01 = bone.m01, m10 = bone.m10, m11 = bone.m11;
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float[] vertices = this.vertices;
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if (slot.attachmentVerticesCount == vertices.Length) vertices = slot.AttachmentVertices;
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for (int i = 0, n = vertices.Length; i < n; i += 2) {
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int verticesCount = vertices.Length;
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if (slot.attachmentVerticesCount == verticesCount) vertices = slot.AttachmentVertices;
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for (int i = 0; i < verticesCount; i += 2) {
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float vx = vertices[i];
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float vy = vertices[i + 1];
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worldVertices[i] = vx * m00 + vy * m01 + x;
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