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[unity] Call computeWorldVertices before accessing region uvs in SkeletonBaker. Fix only for cosmetic reasons, SkeletonBaker doesn't map sequence functionality to Unity skeletal animation. See #2154.
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@ -513,9 +513,9 @@ namespace Spine.Unity.Editor {
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bone.UpdateWorldTransform();
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bone.UpdateWorldTransform();
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Vector2[] uvs = ExtractUV(attachment.UVs);
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float[] floatVerts = new float[8];
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float[] floatVerts = new float[8];
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attachment.ComputeWorldVertices(slot, floatVerts, 0);
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attachment.ComputeWorldVertices(slot, floatVerts, 0);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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Vector3[] verts = ExtractVerts(floatVerts);
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//unrotate verts now that they're centered
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//unrotate verts now that they're centered
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@ -550,9 +550,9 @@ namespace Spine.Unity.Editor {
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slot.Bone.Y = 0;
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slot.Bone.Y = 0;
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slot.Bone.UpdateWorldTransform();
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slot.Bone.UpdateWorldTransform();
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Vector2[] uvs = ExtractUV(attachment.UVs);
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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attachment.ComputeWorldVertices(slot, floatVerts);
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attachment.ComputeWorldVertices(slot, floatVerts);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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Vector3[] verts = ExtractVerts(floatVerts);
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int[] triangles = attachment.Triangles;
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int[] triangles = attachment.Triangles;
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@ -617,7 +617,6 @@ namespace Spine.Unity.Editor {
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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float[] floatVerts = new float[attachment.WorldVerticesLength];
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attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
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attachment.ComputeWorldVertices(skeleton.Slots.Items[slotIndex], floatVerts);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector2[] uvs = ExtractUV(attachment.UVs);
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Vector3[] verts = ExtractVerts(floatVerts);
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Vector3[] verts = ExtractVerts(floatVerts);
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