add games
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#if UNITY_STANDALONE || UNITY_EDITOR
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using UnityEngine;
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using System.Collections;
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using ProBuilder2.Common;
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namespace ProBuilder2.Examples
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{
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/**
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* \brief This class allows the user to select a single face at a time and move it forwards or backwards.
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* More advanced usage of the ProBuilder API should make use of the pb_Object->SelectedFaces list to keep
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* track of the selected faces.
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*/
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public class RuntimeEdit : MonoBehaviour
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{
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class pb_Selection
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{
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public pb_Object pb; ///< This is the currently selected ProBuilder object.
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public pb_Face face; ///< Keep a reference to the currently selected face.
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public pb_Selection(pb_Object _pb, pb_Face _face)
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{
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pb = _pb;
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face = _face;
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}
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public bool HasObject()
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{
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return pb != null;
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}
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public bool IsValid()
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{
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return pb != null && face != null;
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}
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public bool Equals(pb_Selection sel)
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{
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if(sel != null && sel.IsValid())
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return (pb == sel.pb && face == sel.face);
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else
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return false;
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}
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public void Destroy()
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{
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if(pb != null)
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GameObject.Destroy(pb.gameObject);
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}
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public override string ToString()
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{
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return "pb_Object: " + pb == null ? "Null" : pb.name +
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"\npb_Face: " + ( (face == null) ? "Null" : face.ToString() );
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}
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}
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pb_Selection currentSelection;
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pb_Selection previousSelection;
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private pb_Object preview;
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public Material previewMaterial;
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/**
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* \brief Wake up!
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*/
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void Awake()
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||||
{
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||||
SpawnCube();
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}
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/**
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* \brief This is the usual Unity OnGUI method. We only use it to show a 'Reset' button.
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*/
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void OnGUI()
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{
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// To reset, nuke the pb_Object and build a new one.
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if(GUI.Button(new Rect(5, Screen.height - 25, 80, 20), "Reset"))
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{
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currentSelection.Destroy();
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Destroy(preview.gameObject);
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SpawnCube();
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||||
}
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}
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/**
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* \brief Creates a new ProBuilder cube and sets it up with a concave MeshCollider.
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*/
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void SpawnCube()
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{
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// This creates a basic cube with ProBuilder features enabled. See the ProBuilder.Shape enum to
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// see all possible primitive types.
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pb_Object pb = pb_ShapeGenerator.CubeGenerator(Vector3.one);
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// The runtime component requires that a concave mesh collider be present in order for face selection
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// to work.
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pb.gameObject.AddComponent<MeshCollider>().convex = false;
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// Now set it to the currentSelection
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currentSelection = new pb_Selection(pb, null);
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}
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||||
Vector2 mousePosition_initial = Vector2.zero;
|
||||
bool dragging = false;
|
||||
public float rotateSpeed = 100f;
|
||||
|
||||
/**
|
||||
* \brief This is responsible for moving the camera around and not much else.
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||||
*/
|
||||
public void LateUpdate()
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{
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if(!currentSelection.HasObject())
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return;
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if(Input.GetMouseButtonDown(1) || (Input.GetMouseButtonDown(0) && Input.GetKey(KeyCode.LeftAlt)))
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||||
{
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mousePosition_initial = Input.mousePosition;
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dragging = true;
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||||
}
|
||||
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||||
if(dragging)
|
||||
{
|
||||
Vector2 delta = (Vector3)mousePosition_initial - (Vector3)Input.mousePosition;
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||||
Vector3 dir = new Vector3(delta.y, delta.x, 0f);
|
||||
|
||||
currentSelection.pb.gameObject.transform.RotateAround(Vector3.zero, dir, rotateSpeed * Time.deltaTime);
|
||||
|
||||
// If there is a currently selected face, update the preview.
|
||||
if(currentSelection.IsValid())
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||||
RefreshSelectedFacePreview();
|
||||
}
|
||||
|
||||
if(Input.GetMouseButtonUp(1) || Input.GetMouseButtonUp(0))
|
||||
{
|
||||
dragging = false;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* \brief The 'meat' of the operation. This listens for a click event, then checks for a positive
|
||||
* face selection. If the click has hit a pb_Object, select it.
|
||||
*/
|
||||
public void Update()
|
||||
{
|
||||
if(Input.GetMouseButtonUp(0) && !Input.GetKey(KeyCode.LeftAlt)) {
|
||||
|
||||
if(FaceCheck(Input.mousePosition))
|
||||
{
|
||||
if(currentSelection.IsValid())
|
||||
{
|
||||
// Check if this face has been previously selected, and if so, move the face.
|
||||
// Otherwise, just accept this click as a selection.
|
||||
if(!currentSelection.Equals(previousSelection))
|
||||
{
|
||||
previousSelection = new pb_Selection(currentSelection.pb, currentSelection.face);
|
||||
RefreshSelectedFacePreview();
|
||||
return;
|
||||
}
|
||||
|
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Vector3 localNormal = pb_Math.Normal( pbUtil.ValuesWithIndices(currentSelection.pb.vertices, currentSelection.face.distinctIndices) );
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||||
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||||
if(Input.GetKey(KeyCode.LeftShift))
|
||||
currentSelection.pb.TranslateVertices( currentSelection.face.distinctIndices, localNormal.normalized * -.5f );
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||||
else
|
||||
currentSelection.pb.TranslateVertices( currentSelection.face.distinctIndices, localNormal.normalized * .5f );
|
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|
||||
// Refresh will update the Collision mesh volume, face UVs as applicatble, and normal information.
|
||||
currentSelection.pb.Refresh();
|
||||
|
||||
// this create the selected face preview
|
||||
RefreshSelectedFacePreview();
|
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}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* \brief This is how we figure out what face is clicked.
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||||
*/
|
||||
public bool FaceCheck(Vector3 pos)
|
||||
{
|
||||
Ray ray = Camera.main.ScreenPointToRay (pos);
|
||||
RaycastHit hit;
|
||||
|
||||
if( Physics.Raycast(ray.origin, ray.direction, out hit))
|
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{
|
||||
pb_Object hitpb = hit.transform.gameObject.GetComponent<pb_Object>();
|
||||
|
||||
if(hitpb == null)
|
||||
return false;
|
||||
|
||||
Mesh m = hitpb.msh;
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||||
|
||||
int[] tri = new int[3] {
|
||||
m.triangles[hit.triangleIndex * 3 + 0],
|
||||
m.triangles[hit.triangleIndex * 3 + 1],
|
||||
m.triangles[hit.triangleIndex * 3 + 2]
|
||||
};
|
||||
|
||||
currentSelection.pb = hitpb;
|
||||
|
||||
return hitpb.FaceWithTriangle(tri, out currentSelection.face);
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void RefreshSelectedFacePreview()
|
||||
{
|
||||
// Copy the currently selected vertices in world space.
|
||||
// World space so that we don't have to apply transforms
|
||||
// to match the current selection.
|
||||
Vector3[] verts = currentSelection.pb.VerticesInWorldSpace(currentSelection.face.indices);
|
||||
|
||||
// face.indices == triangles, so wind the face to match
|
||||
int[] indices = new int[verts.Length];
|
||||
for(int i = 0; i < indices.Length; i++)
|
||||
indices[i] = i;
|
||||
|
||||
// Now go through and move the verts we just grabbed out about .1m from the original face.
|
||||
Vector3 normal = pb_Math.Normal(verts);
|
||||
|
||||
for(int i = 0; i < verts.Length; i++)
|
||||
verts[i] += normal.normalized * .01f;
|
||||
|
||||
if(preview)
|
||||
Destroy(preview.gameObject);
|
||||
|
||||
preview = pb_Object.CreateInstanceWithVerticesFaces(verts, new pb_Face[] { new pb_Face(indices) });
|
||||
preview.SetFaceMaterial(preview.faces, previewMaterial);
|
||||
preview.ToMesh();
|
||||
preview.Refresh();
|
||||
}
|
||||
}
|
||||
}
|
||||
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first:
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name: _MainTex
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second:
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m_Texture: {fileID: 2800000, guid: 0b4c1564f776ac24f9df3708f138aeb6, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Floats: {}
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m_Colors:
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data:
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first:
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second: {r: 1, g: 1, b: 1, a: 1}
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fileFormatVersion: 2
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NativeFormatImporter:
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assetBundleName:
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceEnd: 3
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bumpmap:
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normalMapFilter: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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textureFormat: -1
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maxTextureSize: 1024
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textureSettings:
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filterMode: -1
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aniso: -1
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mipBias: -1
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wrapMode: -1
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nPOTScale: 1
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lightmap: 0
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textureType: -1
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buildTargetSettings: []
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fileFormatVersion: 2
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guid: 93c5001afc1d69045b548160641d1c8f
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mipmaps:
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enableMipMap: 0
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linearTexture: 1
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correctGamma: 0
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fadeOut: 0
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borderMipMap: 0
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mipMapFadeDistanceStart: 1
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mipMapFadeDistanceEnd: 3
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bumpmap:
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convertToNormalMap: 0
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externalNormalMap: 0
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heightScale: .25
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normalMapFilter: 0
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isReadable: 0
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grayScaleToAlpha: 0
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generateCubemap: 0
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textureFormat: -2
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maxTextureSize: 512
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textureSettings:
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filterMode: -1
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aniso: 1
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mipBias: -1
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wrapMode: 1
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nPOTScale: 0
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lightmap: 0
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compressionQuality: 50
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textureType: 5
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buildTargetSettings: []
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Reference in New Issue
Block a user