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[Unity] Fixed Sprite Mesh Type 'Tight' causing issues when used to replace attachments (GetRemappedClone, ToAtlasRegion). Closes #1884. Closes pull request #1994.
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@ -193,18 +193,15 @@ namespace Spine.Unity.AttachmentTools {
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region.index = -1;
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region.degrees = s.packed && s.packingRotation != SpritePackingRotation.None ? 90 : 0;
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// World space units
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Bounds bounds = s.bounds;
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Vector2 boundsMin = bounds.min, boundsMax = bounds.max;
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// Texture space/pixel units
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Rect spineRect = s.rect.SpineUnityFlipRect(s.texture.height);
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Rect spineRect = s.textureRect.SpineUnityFlipRect(s.texture.height);
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Rect originalRect = s.rect;
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region.width = (int)spineRect.width;
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region.originalWidth = (int)spineRect.width;
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region.originalWidth = (int)originalRect.width;
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region.height = (int)spineRect.height;
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region.originalHeight = (int)spineRect.height;
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region.offsetX = spineRect.width * (0.5f - InverseLerp(boundsMin.x, boundsMax.x, 0));
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region.offsetY = spineRect.height * (0.5f - InverseLerp(boundsMin.y, boundsMax.y, 0));
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region.originalHeight = (int)originalRect.height;
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region.offsetX = s.textureRectOffset.x;
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region.offsetY = s.textureRectOffset.y;
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if (isolatedTexture) {
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region.u = 0;
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