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void ExecuteMesh()
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	{
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		Mesh mesh = GetComponent<MeshFilter>().mesh;
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		if (mesh.vertices.Length < 24) return; // not enough vertices
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		if (mesh.vertices.Length > 24) return; // too many vertices
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		Vector2[] UVs = new Vector2[mesh.vertices.Length];
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		// Front
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		UVs[0] = new Vector2(0.0f, 0.0f);
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		UVs[1] = new Vector2(0.333f, 0.0f);
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		UVs[2] = new Vector2(0.0f, 0.333f);
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		UVs[3] = new Vector2(0.333f, 0.333f);
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		// Top
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		UVs[4] = new Vector2(0.334f, 0.333f);
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		UVs[5] = new Vector2(0.666f, 0.333f);
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		UVs[8] = new Vector2(0.334f, 0.0f);
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		UVs[9] = new Vector2(0.666f, 0.0f);
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		// Back
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		UVs[6] = new Vector2(1.0f, 0.0f);
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		UVs[7] = new Vector2(0.667f, 0.0f);
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		UVs[10] = new Vector2(1.0f, 0.333f);
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		UVs[11] = new Vector2(0.667f, 0.333f);
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		// Bottom
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		UVs[12] = new Vector2(0.0f, 0.334f);
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		UVs[13] = new Vector2(0.0f, 0.666f);
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		UVs[14] = new Vector2(0.333f, 0.666f);
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		UVs[15] = new Vector2(0.333f, 0.334f);
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		// Left
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		UVs[16] = new Vector2(0.334f, 0.334f);
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		UVs[17] = new Vector2(0.334f, 0.666f);
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		UVs[18] = new Vector2(0.666f, 0.666f);
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		UVs[19] = new Vector2(0.666f, 0.334f);
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		// Right        
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		UVs[20] = new Vector2(0.667f, 0.334f);
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		UVs[21] = new Vector2(0.667f, 0.666f);
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		UVs[22] = new Vector2(1.0f, 0.666f);
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		UVs[23] = new Vector2(1.0f, 0.334f);
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		mesh.uv = UVs;
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	}