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Removed meta files and fix typo in README
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germanattanasio committed Apr 29, 2016
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10 changes: 9 additions & 1 deletion .gitignore
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Expand Up @@ -19,7 +19,7 @@ ExportedObj/
*.user
*.unityproj
*.booproj

# ============ #
# OS generated #
# ============ #
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/Clients
Assets/StreamingAssets/Config.json
Assets/StreamingAssets/Config.json.meta
Resources.meta
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incurred by, or claims asserted against, such Contributor by reason
of your accepting any such warranty or additional liability.

END OF TERMS AND CONDITIONS

APPENDIX: How to apply the Apache License to your work.

To apply the Apache License to your work, attach the following
boilerplate notice, with the fields enclosed by brackets "[]"
replaced with your own identifying information. (Don't include
the brackets!) The text should be enclosed in the appropriate
comment syntax for the file format. We also recommend that a
file or class name and description of purpose be included on the
same "printed page" as the copyright notice for easier
identification within third-party archives.

Copyright [yyyy] [name of copyright owner]

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at

http://www.apache.org/licenses/LICENSE-2.0

Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
END OF TERMS AND CONDITIONS
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10 changes: 5 additions & 5 deletions README.md
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Expand Up @@ -28,7 +28,7 @@ Ensure that you have the following prerequisites:
You can get the latest SDK release by clicking [here][latest_release].

### Installing the SDK source into your Unity project
Move the unity-sdk directory into the Assets directory of the Unity project. **Rename the SDK directory from 'unity-sdk' to 'Watson'.**
Move the `unity-sdk` directory into the Assets directory of the Unity project. **Rename the SDK directory from `unity-sdk` to 'Watson'.**

## Configuring your service credentials
You will need the 'username' and 'password' credentials for each service. Service credentials are different from your Bluemix account username and password.
Expand Down Expand Up @@ -60,7 +60,7 @@ Use the [Speech to Text][speech_to_text] service to recognize the text from a .w

```cs
[SerializeField]
private AudioClip m_AudioClip = new AudioClip();
private AudioClip m_AudioClip = new AudioClip();
private SpeechToText m_SpeechToText = new SpeechToText();

void Start()
Expand Down Expand Up @@ -173,7 +173,7 @@ The SDK contains a Test Natural Language Classifier, which contains classes for
1. Open the Natural Language Classifier Editor by clicking **Watson -> Natural Language Classifier Editor**.
2. Locate the Test Natural Language Classifier, and click **Train**. The training process begins. The process lasts a few minutes.
3. To check the status of the training process, click **Refresh**. When the status changes from Training to Available, the process is finished.
4. Replace the ClassifierID below with the Natural Language Classifier instance's ClassifierID.
4. Replace the ClassifierID below with the Natural Language Classifier instance's ClassifierID.

```cs
private NaturalLanguageClassifier m_NaturalLanguageClassifier = new NaturalLanguageClassifier();
Expand Down Expand Up @@ -218,12 +218,12 @@ You can quickly develop a basic application that uses the Speech to Text service
* ClassDisplayWidget
2. Select the **Natural Language Classifier Widget**.
5. In the **Classifier Name** field in the Inspector tab, specify 'TestNaturalLanguageClassifier'.
6. In the Natural Language Classifier Editor, expand the **Test Natural Languge Classifier** , expand the classes, and determine which questions about the weather to ask to test the classifier.
6. In the Natural Language Classifier Editor, expand the **Test Natural Language Classifier** , expand the classes, and determine which questions about the weather to ask to test the classifier.
7. Run the application.
8. Say your questions into the microphone to test the MicWidget, the SpeechToTextWidget, and the NaturalLanguageClassifierWidget.

## Documentation
To read the documentation you need to have a **chm reader** installed. Open the documentation by selcting API Reference the Watson menu (**Watson -> API Reference**).
To read the documentation you need to have a **chm reader** installed. Open the documentation by selecting API Reference the Watson menu (**Watson -> API Reference**).

## Questions

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