use boneName instead of boneIndex for setBoneTransform
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@@ -344,7 +344,7 @@ extern "C"
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EntityId entityId,
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const char *entityName,
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const float *const transform,
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int boneIndex)
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const char* boneName)
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{
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auto matrix = math::mat4f(
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@@ -362,7 +362,7 @@ extern "C"
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transform[13],
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transform[14],
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transform[15]);
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return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneIndex, matrix);
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return ((AssetManager *)assetManager)->setBoneTransform(entityId, entityName, 0, boneName, matrix);
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}
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FLUTTER_PLUGIN_EXPORT void play_animation(
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