starting scene wip
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688069dee4
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7 changed files with 498 additions and 41 deletions
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@ -4,51 +4,83 @@ using UnityEngine;
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public class Followplayercam : MonoBehaviour
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{
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public Transform playerCamera;
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public float distanceFromPlayer = 2.0f;
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public float heightOffset = 0.0f;
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public float positionSmoothFactor = 0.2f; // Adjust for responsiveness
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public float rotationSmoothFactor = 0.2f;
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// public Transform playerCamera;
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// public float distanceFromPlayer = 2.0f;
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// public float heightOffset = 0.0f;
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// public float positionSmoothTime = 0.3f; // Controls delay for position
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// public float rotationSmoothTime = 0.15f; // Controls delay for rotation
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//
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// private Vector3 smoothedPosition;
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// private Vector3 velocity = Vector3.zero;
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//
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// void Start()
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// {
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// if (playerCamera == null)
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// {
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// Debug.LogError("Player Camera is not assigned!");
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// return;
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// }
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//
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// smoothedPosition = GetTargetPosition();
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// transform.position = smoothedPosition;
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// transform.rotation = GetTargetRotation();
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// }
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//
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// void LateUpdate()
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// {
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// if (playerCamera != null)
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// {
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// Vector3 targetPosition = GetTargetPosition();
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//
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// // Apply smooth damping for slight delay
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// smoothedPosition = Vector3.SmoothDamp(
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// smoothedPosition,
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// targetPosition,
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// ref velocity,
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// positionSmoothTime
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// );
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// transform.position = smoothedPosition;
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//
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// // Apply smooth rotation with slight delay
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// transform.rotation = Quaternion.Slerp(
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// transform.rotation,
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// GetTargetRotation(),
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// Time.deltaTime / rotationSmoothTime
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// );
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// }
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// }
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//
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// private Vector3 GetTargetPosition()
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// {
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// return playerCamera.position + playerCamera.forward * distanceFromPlayer + Vector3.up * heightOffset;
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// }
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//
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// private Quaternion GetTargetRotation()
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// {
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// Vector3 lookAtPoint = new Vector3(playerCamera.position.x, transform.position.y, playerCamera.position.z);
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// return Quaternion.LookRotation(lookAtPoint - transform.position);
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// }
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[Header("Target to Follow")]
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public Transform target; // Usually the Main Camera (XR Rig's Head)
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private Vector3 smoothedPosition;
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private Vector3 velocity = Vector3.zero;
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[Header("Follow Settings")]
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public float followSpeed = 5f; // How quickly it follows the target
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public Vector3 offset = new Vector3(0, -0.2f, 1.5f); // Position offset
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public bool followRotation = true; // Toggle for rotating with the head
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void Start()
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private void LateUpdate()
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{
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if (playerCamera == null)
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if (target == null) return;
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// Smooth Position Follow
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Vector3 desiredPosition = target.position + target.TransformDirection(offset);
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transform.position = Vector3.Lerp(transform.position, desiredPosition, Time.deltaTime * followSpeed);
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// Smooth Rotation Follow
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if (followRotation)
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{
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Debug.LogError("Player Camera is not assigned!");
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return;
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Quaternion desiredRotation = Quaternion.Euler(0, target.eulerAngles.y, 0);
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transform.rotation = Quaternion.Slerp(transform.rotation, desiredRotation, Time.deltaTime * followSpeed);
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}
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smoothedPosition = GetTargetPosition();
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transform.position = smoothedPosition;
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transform.rotation = GetTargetRotation();
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}
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void LateUpdate()
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{
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if (playerCamera != null)
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{
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Vector3 targetPosition = GetTargetPosition();
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// SmoothDamp for a natural feel
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smoothedPosition = Vector3.SmoothDamp(smoothedPosition, targetPosition, ref velocity, positionSmoothFactor);
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transform.position = smoothedPosition;
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// Exponential smoothing for rotation
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transform.rotation = Quaternion.Slerp(transform.rotation, GetTargetRotation(), 1 - Mathf.Exp(-rotationSmoothFactor * Time.deltaTime * 10));
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}
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}
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private Vector3 GetTargetPosition()
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{
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return playerCamera.position + playerCamera.forward * distanceFromPlayer + Vector3.up * heightOffset;
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}
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private Quaternion GetTargetRotation()
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{
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Vector3 lookAtPoint = new Vector3(playerCamera.position.x, transform.position.y, playerCamera.position.z);
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return Quaternion.LookRotation(lookAtPoint - transform.position);
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}
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}
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159
Game/Assets/Starting skybox.mat
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159
Game/Assets/Starting skybox.mat
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- _DetailAlbedoMap:
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m_Texture: {fileID: 0}
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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_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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- _EmissionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _MetallicGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _OcclusionMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _ParallaxMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _SpecGlossMap:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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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_Ints: []
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m_Floats:
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- _Cull: 2
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailNormalMapScale: 1
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- _DstBlend: 0
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- _EnvironmentReflections: 1
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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- _Metallic: 0
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- _OcclusionStrength: 1
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- _Parallax: 0.005
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- _QueueOffset: 0
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- _ReceiveShadows: 1
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- _Smoothness: 0.5
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- _SmoothnessTextureChannel: 0
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- _SpecularHighlights: 1
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- _SrcBlend: 1
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- _SrcBlendAlpha: 1
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- _Surface: 0
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- _WorkflowMode: 1
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- _ZWrite: 1
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m_Colors:
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- _BaseColor: {r: 1, g: 1, b: 1, a: 1}
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- _Color: {r: 1, g: 1, b: 1, a: 1}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
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||||
m_BuildTextureStacks: []
|
8
Game/Assets/starting floor.mat.meta
Normal file
8
Game/Assets/starting floor.mat.meta
Normal file
|
@ -0,0 +1,8 @@
|
|||
fileFormatVersion: 2
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guid: 67533cc5c85ae164985305dceeb3dbf9
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NativeFormatImporter:
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externalObjects: {}
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mainObjectFileID: 2100000
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userData:
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assetBundleName:
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assetBundleVariant:
|
Loading…
Add table
Reference in a new issue