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@@ -34,7 +34,7 @@ Transform:
m_PrefabInternal: {fileID: 100100000}
m_GameObject: {fileID: 1877206779988978}
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 4.364427, y: 1.6328442, z: -0.4985154}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
m_Children: []
m_Father: {fileID: 0}
@@ -51,6 +51,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 7fe4c921bea130341a5b21198c6213e1, type: 3}
m_Name:
m_EditorClassIdentifier:
audioItemSFX: {fileID: 0}
audioItemVFX: {fileID: 0}
audioItemMX: {fileID: 0}
audioItemSFX: {fileID: 1880876602705996, guid: 53f8cf3e4d320b5439ddf416249f5dfc,
type: 2}
audioItemVFX: {fileID: 1478672717979322, guid: fab8c3a2225015e44bc0543202fca82f,
type: 2}
audioItemMX: {fileID: 1301704187335998, guid: 122782a7d718bf8439fe45483d03ff9e,
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@@ -15,7 +15,6 @@ public class MovementSettings
public float BackwardSpeed = 4.0f; // Speed when walking backwards
public float StrafeSpeed = 4.0f; // Speed when walking sideways
public float RunMultiplier = 2.0f; // Speed when sprinting
public KeyCode RunKey = KeyCode.Joystick1Button8;
public float JumpForce = 30f;
public AnimationCurve SlopeCurveModifier = new AnimationCurve(new Keyframe(-90.0f, 1.0f), new Keyframe(0.0f, 1.0f), new Keyframe(90.0f, 0.0f));
[HideInInspector] public float CurrentTargetSpeed = 8f;
@@ -44,7 +43,7 @@ public void UpdateDesiredTargetSpeed(Vector2 input)
CurrentTargetSpeed = ForwardSpeed;
}
#if !MOBILE_INPUT
if (Input.GetKey(RunKey))
if (CrossPlatformInputManager.GetButton("Fire3"))//click left stick
{
CurrentTargetSpeed *= RunMultiplier;
m_Running = true;
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m_Title:
m_RootView: {fileID: 7}
m_MinSize: {x: 950, y: 300}
m_MinSize: {x: 950, y: 542}
m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &2
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x: 1327
x: 870
y: 0
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width: 661
height: 573
m_MinSize: {x: 204, y: 221}
m_MaxSize: {x: 4004, y: 4021}
@@ -67,10 +67,10 @@ MonoBehaviour:
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m_MaxSize: {x: 16010, y: 14042}
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controlID: 9
--- !u!114 &4
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m_Panes:
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m_MinSize: {x: 950, y: 542}
m_MaxSize: {x: 10000, y: 10000}
--- !u!114 &8
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controlID: 10
--- !u!114 &11
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@@ -258,10 +258,10 @@ MonoBehaviour:
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controlID: 11
--- !u!114 &12
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@@ -304,7 +304,7 @@ MonoBehaviour:
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m_Text: Audio Mixer
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m_Image: {fileID: 2344599766593239149, guid: 0000000000000000d000000000000000,
type: 0}
m_Tooltip:
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@@ -316,8 +316,8 @@ MonoBehaviour:
height: 353
m_MixersTreeState:
scrollPos: {x: 0, y: 0}
m_SelectedIDs:
m_LastClickedID: -16626
m_SelectedIDs: 56530000
m_LastClickedID: 21334
m_ExpandedIDs: 12eb343c
m_RenameOverlay:
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@@ -388,7 +388,7 @@ MonoBehaviour:
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xOffset: 0
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ID: 152
ID: 407
splitterInitialOffset: 0
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realSizes: cb0100002f040000
@@ -453,7 +453,7 @@ MonoBehaviour:
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m_Text: Asset Store
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m_Image: {fileID: -8693916549880196297, guid: 0000000000000000d000000000000000,
type: 0}
m_Tooltip:
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@@ -479,7 +479,7 @@ MonoBehaviour:
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m_TitleContent:
m_Text: Project
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m_Image: {fileID: -5467254957812901981, guid: 0000000000000000d000000000000000,
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@@ -501,19 +501,19 @@ MonoBehaviour:
m_ShowAllHits: 0
m_SearchArea: 0
m_Folders:
- Assets/JesusStuff
- Assets
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m_LastFolders:
- Assets/JesusStuff
- Assets
m_LastFoldersGridSize: -1
m_LastProjectPath: C:\Users\ncc\Desktop\HappySoulsProductions\HighNoon
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m_RenameOverlay:
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m_Name:
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m_ExpandedIDs: 0000000020650000fc650000146600007c660000b0670000dc670000
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m_HadKeyboardFocusLastEvent: 1
m_HadKeyboardFocusLastEvent: 0
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m_Text: Inspector
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m_Image: {fileID: -2667387946076563598, guid: 0000000000000000d000000000000000,
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@@ -625,7 +625,7 @@ MonoBehaviour:
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m_InspectorMode: 0
m_PreviewResizer:
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m_CachedPref: 112
m_ControlHash: -371814159
m_PrefName: Preview_InspectorPreview
m_PreviewWindow: {fileID: 0}
@@ -645,21 +645,21 @@ MonoBehaviour:
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m_TitleContent:
m_Text: Hierarchy
m_Image: {fileID: -590624980919486359, guid: 0000000000000000d000000000000000,
m_Image: {fileID: 7966133145522015247, guid: 0000000000000000d000000000000000,
type: 0}
m_Tooltip:
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m_Pos:
serializedVersion: 2
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width: 198
height: 552
m_TreeViewState:
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m_LastClickedID: 0
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m_SelectedIDs: 62a00000
m_LastClickedID: 41058
m_ExpandedIDs: c46efeff70a8feff000000004c990000c49a000062a00000
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@@ -678,7 +678,7 @@ MonoBehaviour:
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m_SearchString:
m_ExpandedScenes:
- Main
- AltDemo
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m_Locked: 0
m_CurrentSortingName: TransformSorting
@@ -698,25 +698,25 @@ MonoBehaviour:
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m_TitleContent:
m_Text: Scene
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m_Image: {fileID: 2593428753322112591, guid: 0000000000000000d000000000000000,
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lastFramingTime: 3914.6907342939953
lastFramingTime: 9083.424597999476
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m_AudioPlay: 0
m_Position:
m_Target: {x: 3.4460278, y: 1.0791125, z: -4.848011}
m_Target: {x: 91, y: 20.5, z: 0}
speed: 2
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m_Value: {x: 91, y: 20.5, z: 0}
m_RenderMode: 0
m_ValidateTrueMetals: 0
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m_Value: 0
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m_Target: 266.0545
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m_Value: 266.0545
m_Ortho:
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speed: 2
@@ -772,15 +772,15 @@ MonoBehaviour:
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m_TitleContent:
m_Text: Game
m_Image: {fileID: -2087823869225018852, guid: 0000000000000000d000000000000000,
m_Image: {fileID: -6423792434712278376, guid: 0000000000000000d000000000000000,
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width: 657
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m_MaximizeOnPlay: 0
m_Gizmos: 0
@@ -790,10 +790,10 @@ MonoBehaviour:
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m_VRangeLocked: 0
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m_HBaseRangeMax: 100
m_VBaseRangeMin: -56.25
m_VBaseRangeMax: 56.25
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m_HAllowExceedBaseRangeMax: 1
m_VAllowExceedBaseRangeMin: 1
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m_CurrentColorSpace: 0
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m_LastWindowPixelSize: {x: 657, y: 552}
m_ClearInEditMode: 1
m_NoCameraWarning: 1
m_LowResolutionForAspectRatios: 01000000000100000100
@@ -848,7 +848,7 @@ MonoBehaviour:
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m_TitleContent:
m_Text: Console
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@@ -1,4 +1,4 @@
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<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ImageEditor">
<summary>
<para>Custom Editor for the Image Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.GetInfoString">
<summary>
<para>A string cointaining the Image details to be used as a overlay on the component Preview.</para>
</summary>
<returns>
<para>The Image details.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.ImageEditor.HasPreviewGUI">
<summary>
<para>Can this component be Previewed in its current state?</para>
</summary>
<returns>
<para>True if this component can be Previewed in its current state.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnInspectorGUI">
<summary>
<para>Implement specific ImageEditor inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Custom preview for Image component.</para>
</summary>
<param name="rect">Rectangle in which to draw the preview.</param>
<param name="background">Background image.</param>
</member>
<member name="M:UnityEditor.UI.ImageEditor.SpriteGUI">
<summary>
<para>GUI for showing the Sprite property.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ImageEditor.TypeGUI">
<summary>
<para>GUI for showing the image type and associated settings.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.InputFieldEditor">
<summary>
<para>Custom Editor for the InputField Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.InputFieldEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.LayoutElementEditor">
<summary>
<para>Editor for the LayoutElement component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.LayoutElementEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.MaskEditor">
<summary>
<para>Custom Editor for the Mask component.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.NavigationDrawer">
<summary>
<para>PropertyDrawer for Navigation.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.RawImageEditor">
<summary>
<para>Custom editor for RawImage.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.GetInfoString">
<summary>
<para>A string cointaining the Image details to be used as a overlay on the component Preview.</para>
</summary>
<returns>
<para>The RawImage details.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.HasPreviewGUI">
<summary>
<para>Can this component be Previewed in its current state?</para>
</summary>
<returns>
<para>True if this component can be Previewed in its current state.</para>
</returns>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.OnInspectorGUI">
<summary>
<para>Implement specific RawImage inspector GUI code here. If you want to simply extend the existing editor call the base OnInspectorGUI () before doing any custom GUI code.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.RawImageEditor.OnPreviewGUI(UnityEngine.Rect,UnityEngine.GUIStyle)">
<summary>
<para>Custom preview for Image component.</para>
</summary>
<param name="rect">Rectangle in which to draw the preview.</param>
<param name="background">Background image.</param>
</member>
<member name="T:UnityEditor.UI.RectMask2DEditor">
<summary>
<para>Custom editor for the RectMask2d component.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ScrollbarEditor">
<summary>
<para>Custom Editor for the Scrollbar Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollbarEditor.OnInspectorGUI">
<summary>
<para>See: Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ScrollRectEditor">
<summary>
<para>Editor for the ScrollRect component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollRectEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ScrollRectEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SelectableEditor">
<summary>
<para>Custom Editor for the Selectable Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelectableEditor.OnDisable">
<summary>
<para>See MonoBehaviour.OnDisable.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelectableEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SelfControllerEditor">
<summary>
<para>Base class for custom editors that are for components that implement the SelfControllerEditor interface.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SelfControllerEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SliderEditor">
<summary>
<para>Custom Editor for the Slider Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.SliderEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.SpriteStateDrawer">
<summary>
<para>PropertyDrawer for SpriteState.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.TextEditor">
<summary>
<para>Custom Editor for the Text Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.TextEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
<member name="T:UnityEditor.UI.ToggleEditor">
<summary>
<para>Custom Editor for the Toggle Component.</para>
</summary>
</member>
<member name="M:UnityEditor.UI.ToggleEditor.OnInspectorGUI">
<summary>
<para>See Editor.OnInspectorGUI.</para>
</summary>
</member>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.Analytics</name>
</assembly>
<member name="T:UnityEngine.Analytics.AnalyticsTracker">
<summary>
<para>Automatically create and send analytics events based on a variety of triggers.</para>
</summary>
</member>
<member name="P:UnityEngine.Analytics.AnalyticsTracker.eventName">
<summary>
<para>Name of the event.</para>
</summary>
</member>
<member name="M:UnityEngine.Analytics.AnalyticsTracker.TriggerEvent">
<summary>
<para>Trigger the instrumented event.</para>
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<doc>
<members>
<assembly>
<name>UnityEngine.HoloLens</name>
</assembly>
<member name="T:UnityEngine.Audio.AudioSpatializerMicrosoft">
<summary>
<para>This component enables control over properties attached to AudioSource components for spatial sound in Unity.</para>
</summary>
</member>
<member name="P:UnityEngine.Audio.AudioSpatializerMicrosoft.roomSize">
<summary>
<para>Describes room size to for audio effects.</para>
</summary>
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<member name="T:UnityEngine.Audio.AudioSpatializerMicrosoft.RoomSize">
<summary>
<para>Describes room size to for audio effects.</para>
</summary>
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<member name="T:UnityEngine.EventSystems.HoloLensInputModule">
<summary>
<para>A BaseInputModule designed for HoloLens input.</para>
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</member>
<member name="P:UnityEngine.EventSystems.HoloLensInputModule.normalizedNavigationToScreenOffsetScalar">
<summary>
<para>Defines the number of pixels of emulated mouse movement when a value of positive or negative 1 is reported by the device for a navigation gesture.</para>
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</member>
<member name="P:UnityEngine.EventSystems.HoloLensInputModule.timeToPressOnTap">
<summary>
<para>Controls the number of seconds that taps (emulated mouse clicks) will leave any tapped UI object in the Pressed state for better user feedback.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.ActivateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="M:UnityEngine.EventSystems.HoloLensInputModule.IsModuleSupported">
<summary>
<para>See BaseInputModule.</para>
</summary>
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<member name="M:UnityEngine.EventSystems.HoloLensInputModule.ShouldActivateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
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<member name="M:UnityEngine.EventSystems.HoloLensInputModule.UpdateModule">
<summary>
<para>See BaseInputModule.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase">
<summary>
<para>The base class for all spatial mapping components.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.bakePhysics">
<summary>
<para>This property specifies whether or not collision data will be generated when computing the surface mesh's triangulation. (Read Only)</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.freezeUpdates">
<summary>
<para>Specifies if the component should listen and respond to spatial surface changes.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.halfBoxExtents">
<summary>
<para>The half extents of the bounding box from its center.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.lodType">
<summary>
<para>The level of detail that should be used when generating surface meshes.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.numUpdatesBeforeRemoval">
<summary>
<para>The number of frames to keep a surface mesh alive for before destroying it after the system has determined that its real world counterpart has been removed.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.secondsBetweenUpdates">
<summary>
<para>The time in seconds between system queries for changes in physical space.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.sphereRadius">
<summary>
<para>The radius of the bounding sphere volume.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.surfaceParent">
<summary>
<para>The GameObject that should be the parent of all the component's surface mesh game objects.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingBase.volumeType">
<summary>
<para>The surface observer volume to use when querying the system for changes in physical space.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase.LODType">
<summary>
<para>The number of triangles per cubic meter or level of detail that should be used when creating a surface mesh.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.High">
<summary>
<para>Generates surface meshes with the maximum amount of triangles.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.Low">
<summary>
<para>Generates surface meshes with as few triangles as possible.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.LODType.Medium">
<summary>
<para>Generates a medium quality surface mesh.</para>
</summary>
</member>
<member name="M:UnityEngine.VR.WSA.SpatialMappingBase.OnBeginSurfaceEviction(System.Boolean,UnityEngine.VR.WSA.SpatialMappingBase/Surface)">
<summary>
<para>This method is called when the system notifies the spatial mapping component that a surface has been removed.</para>
</summary>
<param name="shouldBeActiveWhileRemoved"></param>
<param name="surface"></param>
</member>
<member name="M:UnityEngine.VR.WSA.SpatialMappingBase.OnSurfaceDataReady(UnityEngine.VR.WSA.SpatialMappingBase,UnityEngine.VR.WSA.SurfaceData,System.Boolean,System.Single)">
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<para>This method will be called by the system when the surface data has been generated.</para>
</summary>
<param name="requester"></param>
<param name="bakedData"></param>
<param name="outputWritten"></param>
<param name="elapsedBakeTimeSeconds"></param>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType">
<summary>
<para>The surface observer volume type to use when querying the system for changes in physical space.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType.AxisAlignedBox">
<summary>
<para>An axis aligned bounding box volume.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingBase.VolumeType.Sphere">
<summary>
<para>A sphere bounding volume.</para>
</summary>
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<member name="T:UnityEngine.VR.WSA.SpatialMappingCollider">
<summary>
<para>Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter and MeshCollider will automatically be added to these game objects so that holograms can interact with physical surfaces.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.enableCollisions">
<summary>
<para>Enables/Disables MeshCollider components on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.layer">
<summary>
<para>Sets the layer on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingCollider.material">
<summary>
<para>Sets the PhysicMaterial on all spatial surfaces associated with the SpatialMappingCollider component instance.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingRenderer">
<summary>
<para>Creates and manages the GameObjects that represent spatial surfaces. A MeshFilter, MeshRenderer, and material will automatically be added to these GameObjects so that the spatial surface can be visualized.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.occlusionMaterial">
<summary>
<para>A Material applied to all surface meshes to enable occlusion of holograms by real world objects.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.renderState">
<summary>
<para>Controls which Material will be used when rendering a surface mesh.</para>
</summary>
</member>
<member name="P:UnityEngine.VR.WSA.SpatialMappingRenderer.visualMaterial">
<summary>
<para>A material that can be used to visualize the spatial surface.</para>
</summary>
</member>
<member name="T:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState">
<summary>
<para>Specifies how to render the spatial surfaces associated with the SpatialMappingRenderer component instance.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.None">
<summary>
<para>Disables all MeshRenderer components associated with the SpatialMappingRenderer component instance.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.Occlusion">
<summary>
<para>Indicates that the Occlusion material should be used to render the surfaces.</para>
</summary>
</member>
<member name="F:UnityEngine.VR.WSA.SpatialMappingRenderer.RenderState.Visualization">
<summary>
<para>Indicates that the Visualization material should be used to render the surfaces.</para>
</summary>
</member>
</members>
</doc>
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<doc>
<members>
<assembly>
<name>UnityEngine.TestRunner</name>
</assembly>
<member name="?:UnityEngine.TestTools.IMonoBehaviourTest">
<summary>
<para>A MonoBehaviour test needs to implement this interface.</para>
</summary>
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<member name="P:UnityEngine.TestTools.IMonoBehaviourTest.IsTestFinished">
<summary>
<para>Indicates when the test is considered finished.</para>
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<member name="?:UnityEngine.TestTools.IPrebuildSetup">
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<para>Interface for the method that implements the prebuild step.</para>
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<member name="M:UnityEngine.TestTools.IPrebuildSetup.Setup">
<summary>
<para>Setup method that is automatically called before the test run.</para>
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<member name="T:UnityEngine.TestTools.LogAssert">
<summary>
<para>LogAssert allows you to expect Unity log messages that would normally cause the test to fail.</para>
</summary>
</member>
<member name="P:UnityEngine.TestTools.LogAssert.ignoreFailingMessages">
<summary>
<para>Set this property to true to prevent unexpected error log messages from triggering an assertion. This property is set to false by default.</para>
</summary>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.Expect(UnityEngine.LogType,System.String)">
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<para>Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.</para>
</summary>
<param name="type">Log type.</param>
<param name="message">Log message to expect.</param>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.Expect(UnityEngine.LogType,System.Text.RegularExpressions.Regex)">
<summary>
<para>Expect a log message of a specfic type. If an error, assertion or exception log is expected, the test will not fail. The test will fail if a log message is expected but does not appear.</para>
</summary>
<param name="type">Log type.</param>
<param name="message">Log message to expect.</param>
</member>
<member name="M:UnityEngine.TestTools.LogAssert.NoUnexpectedReceived">
<summary>
<para>Triggers an assert if any logs have been received that were not expected. Returns without asserting if all logs received so far have been registered as expected.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.MonoBehaviourTest`1">
<summary>
<para>Wrapper for running tests that are imlpemented as MonoBehaviours.</para>
</summary>
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<member name="T:UnityEngine.TestTools.PrebuildSetupAttribute">
<summary>
<para>Allows to define a setup method for the test that will be invoked before the test run is started.</para>
</summary>
</member>
<member name="M:UnityEngine.TestTools.PrebuildSetupAttribute.#ctor(System.Type)">
<summary>
<para>Points to a class that imlpements TestTools.IPrebuildSetup. The method from TestTools.IPrebuildSetup will be executed before the test run is initiated.</para>
</summary>
<param name="setupClass">Type of the class implementing TestTools.IPrebuildSetup.</param>
</member>
<member name="T:UnityEngine.TestTools.TestPlatform">
<summary>
<para>Platforms the tests can run on.</para>
</summary>
</member>
<member name="T:UnityEngine.TestTools.UnityPlatformAttribute">
<summary>
<para>For specifying platforms to run on.</para>
</summary>
</member>
<member name="P:UnityEngine.TestTools.UnityPlatformAttribute.exclude">
<summary>
<para>Excluded platforms.</para>
</summary>
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<member name="P:UnityEngine.TestTools.UnityPlatformAttribute.include">
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<para>Included platforms.</para>
</summary>
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<member name="T:UnityEngine.TestTools.UnityTestAttribute">
<summary>
<para>Special type of a unit test that allows to yield from test in order to skip frames when the test is running.</para>
</summary>
</member>
</members>
</doc>
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