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@ -394,3 +394,9 @@ FodyWeavers.xsd
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# .nfs files are created when an open file is removed but is still being accessed
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# .nfs files are created when an open file is removed but is still being accessed
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.nfs*
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.nfs*
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# ==================================================================
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facesbundle
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s060
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s282
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@ -0,0 +1,72 @@
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
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#
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/[Ll]ibrary/
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/[Tt]emp/
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/[Oo]bj/
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/[Bb]uild/
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/[Bb]uilds/
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/[Ll]ogs/
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/[Uu]ser[Ss]ettings/
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# MemoryCaptures can get excessive in size.
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# They also could contain extremely sensitive data
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/[Mm]emoryCaptures/
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# Recordings can get excessive in size
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/[Rr]ecordings/
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# Uncomment this line if you wish to ignore the asset store tools plugin
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# /[Aa]ssets/AssetStoreTools*
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# Autogenerated Jetbrains Rider plugin
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/[Aa]ssets/Plugins/Editor/JetBrains*
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# Visual Studio cache directory
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.vs/
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# Gradle cache directory
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.gradle/
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# Autogenerated VS/MD/Consulo solution and project files
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ExportedObj/
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.consulo/
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*.csproj
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*.unityproj
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*.sln
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*.suo
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*.tmp
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*.user
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*.userprefs
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*.pidb
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*.booproj
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*.svd
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*.pdb
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*.mdb
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*.opendb
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*.VC.db
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# Unity3D generated meta files
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*.pidb.meta
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*.pdb.meta
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*.mdb.meta
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# Unity3D generated file on crash reports
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sysinfo.txt
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# Builds
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*.apk
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*.aab
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*.unitypackage
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*.app
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# Crashlytics generated file
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crashlytics-build.properties
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# Packed Addressables
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/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Temporary auto-generated Android Assets
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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@ -0,0 +1,486 @@
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|
@ -0,0 +1,22 @@
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
[CustomEditor(typeof(BundleBuilder))]
|
||||||
|
public class BuildButton : Editor
|
||||||
|
{
|
||||||
|
public override void OnInspectorGUI()
|
||||||
|
{
|
||||||
|
DrawDefaultInspector();
|
||||||
|
|
||||||
|
var myScript = (BundleBuilder)target;
|
||||||
|
if (GUILayout.Button("HEY! Build the bundles."))
|
||||||
|
{
|
||||||
|
myScript.BuildIt();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
||||||
|
|
|
@ -0,0 +1,44 @@
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
public class BundleBuilder : MonoBehaviour
|
||||||
|
{
|
||||||
|
public string bundleName;
|
||||||
|
public string exportPath;
|
||||||
|
|
||||||
|
public void BuildIt()
|
||||||
|
{
|
||||||
|
var builds = new List<AssetBundleBuild>();
|
||||||
|
var asssetBundleFiles = new List<string>();
|
||||||
|
|
||||||
|
foreach (var assPath in AssetDatabase.GetAllAssetPaths())
|
||||||
|
{
|
||||||
|
if (!assPath.StartsWith("Assets/ToBuild"))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
asssetBundleFiles.Add(assPath);
|
||||||
|
}
|
||||||
|
|
||||||
|
builds.Add(new AssetBundleBuild {
|
||||||
|
assetBundleName = bundleName,
|
||||||
|
assetNames = asssetBundleFiles.ToArray()
|
||||||
|
});
|
||||||
|
|
||||||
|
bool success = BuildPipeline.BuildAssetBundles(
|
||||||
|
exportPath,
|
||||||
|
builds.ToArray(),
|
||||||
|
BuildAssetBundleOptions.None,
|
||||||
|
BuildTarget.StandaloneWindows64
|
||||||
|
);
|
||||||
|
|
||||||
|
Debug.Log($"success: {success}");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,35 @@
|
||||||
|
using System.IO;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
public class BundleChecker : MonoBehaviour
|
||||||
|
{
|
||||||
|
public string BundleFolder;
|
||||||
|
|
||||||
|
public void CheckEm()
|
||||||
|
{
|
||||||
|
// var bundlePaths = Directory.GetFiles(Application.dataPath + "/ToCheck");
|
||||||
|
var bundlePaths = Directory.GetFiles(BundleFolder);
|
||||||
|
|
||||||
|
foreach (var bp in bundlePaths)
|
||||||
|
{
|
||||||
|
var extension = Path.GetExtension(bp);
|
||||||
|
if (extension == ".meta" || extension == ".manifest")
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
var assBun = AssetBundle.LoadFromFile(bp);
|
||||||
|
Debug.Log(assBun.name);
|
||||||
|
foreach (var assName in assBun.GetAllAssetNames())
|
||||||
|
{
|
||||||
|
Debug.Log(assName);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
|
@ -0,0 +1,21 @@
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
|
||||||
|
[CustomEditor(typeof(BundleChecker))]
|
||||||
|
public class CheckerButton : Editor
|
||||||
|
{
|
||||||
|
public override void OnInspectorGUI()
|
||||||
|
{
|
||||||
|
DrawDefaultInspector();
|
||||||
|
|
||||||
|
var myScript = (BundleChecker)target;
|
||||||
|
if (GUILayout.Button("Check em"))
|
||||||
|
{
|
||||||
|
myScript.CheckEm();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif
|
Binary file not shown.
|
@ -0,0 +1,81 @@
|
||||||
|
%YAML 1.1
|
||||||
|
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|
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m_Name: Gordon
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--- !u!4 &833084610290794096
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m_LocalScale: {x: 0.66409844, y: 0.66409844, z: 0.66409844}
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m_Children: []
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m_RootOrder: 0
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--- !u!33 &4332583372509753813
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m_Mesh: {fileID: 654421773721509885, guid: 16185727ac1933549816d4c146c286c5, type: 3}
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particleRaycastBudget: 256
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asyncUploadTimeSlice: 2
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asyncUploadBufferSize: 16
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asyncUploadPersistentBuffer: 1
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resolutionScalingFixedDPIFactor: 1
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shadowResolution: 2
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shadowProjection: 1
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shadowCascades: 2
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shadowDistance: 70
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shadowNearPlaneOffset: 3
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||||||
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shadowCascade2Split: 0.33333334
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shadowCascade4Split: {x: 0.06666667, y: 0.2, z: 0.46666667}
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streamingMipmapsRenderersPerFrame: 512
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streamingMipmapsMaxLevelReduction: 2
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streamingMipmapsMaxFileIORequests: 1024
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m_PerPlatformDefaultQuality:
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Android: 2
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Lumin: 5
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Nintendo 3DS: 5
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Nintendo Switch: 5
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PS4: 5
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PSP2: 2
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Stadia: 5
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Standalone: 5
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WebGL: 3
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Windows Store Apps: 5
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XboxOne: 5
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iPhone: 2
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tvOS: 2
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@ -0,0 +1,43 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!78 &1
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TagManager:
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serializedVersion: 2
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tags: []
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layers:
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- Default
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- TransparentFX
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- Ignore Raycast
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-
|
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|
- Water
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- UI
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-
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|
-
|
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-
|
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-
|
||||||
|
-
|
||||||
|
-
|
||||||
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-
|
||||||
|
-
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||||||
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-
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|
-
|
||||||
|
-
|
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|
-
|
||||||
|
-
|
||||||
|
-
|
||||||
|
-
|
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|
-
|
||||||
|
-
|
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|
-
|
||||||
|
-
|
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|
-
|
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-
|
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|
-
|
||||||
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-
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-
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!5 &1
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Fixed Timestep: 0.02
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Maximum Particle Timestep: 0.03
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@ -0,0 +1,34 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!310 &1
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m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events
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m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
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m_TestInitMode: 0
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CrashReportingSettings:
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m_EventUrl: https://perf-events.cloud.unity3d.com
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UnityAnalyticsSettings:
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m_AndroidGameId:
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m_GameIds: {}
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m_GameId:
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!937362698 &1
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VFXManager:
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{
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"m_SettingKeys": [
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|
"VR Device Disabled",
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"VR Device User Alert"
|
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],
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"m_SettingValues": [
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"False",
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"False"
|
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|
]
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|
}
|
|
@ -0,0 +1,21 @@
|
||||||
|
MIT License
|
||||||
|
|
||||||
|
Copyright (c) Tostiman
|
||||||
|
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||||
|
of this software and associated documentation files (the "Software"), to deal
|
||||||
|
in the Software without restriction, including without limitation the rights
|
||||||
|
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||||
|
copies of the Software, and to permit persons to whom the Software is
|
||||||
|
furnished to do so, subject to the following conditions:
|
||||||
|
|
||||||
|
The above copyright notice and this permission notice shall be included in all
|
||||||
|
copies or substantial portions of the Software.
|
||||||
|
|
||||||
|
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||||
|
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||||
|
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||||
|
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||||
|
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||||
|
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||||
|
SOFTWARE.
|
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Reference in New Issue