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[unity] Minor rename of local.
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@ -502,16 +502,16 @@ namespace Spine.Unity {
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} else {
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} else {
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var mesh = attachment as MeshAttachment;
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var mesh = attachment as MeshAttachment;
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if (mesh != null) {
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if (mesh != null) {
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int meshVertexCount = mesh.worldVerticesLength;
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int meshVerticesLength = mesh.worldVerticesLength;
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if (workingVerts.Length < meshVertexCount) {
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if (workingVerts.Length < meshVerticesLength) {
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workingVerts = new float[meshVertexCount];
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workingVerts = new float[meshVerticesLength];
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this.tempVerts = workingVerts;
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this.tempVerts = workingVerts;
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}
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}
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mesh.ComputeWorldVertices(slot, 0, meshVertexCount, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
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mesh.ComputeWorldVertices(slot, 0, meshVerticesLength, workingVerts, 0); //meshAttachment.ComputeWorldVertices(slot, tempVerts);
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uvs = mesh.uvs;
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uvs = mesh.uvs;
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attachmentTriangleIndices = mesh.triangles;
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attachmentTriangleIndices = mesh.triangles;
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c.r = mesh.r; c.g = mesh.g; c.b = mesh.b; c.a = mesh.a;
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c.r = mesh.r; c.g = mesh.g; c.b = mesh.b; c.a = mesh.a;
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attachmentVertexCount = meshVertexCount >> 1; // meshVertexCount / 2;
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attachmentVertexCount = meshVerticesLength >> 1; // meshVertexCount / 2;
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attachmentIndexCount = mesh.triangles.Length;
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attachmentIndexCount = mesh.triangles.Length;
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} else {
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} else {
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if (useClipping) {
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if (useClipping) {
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