adding basic scene with marker detection
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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/// <summary>
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/// This plane visualizer demonstrates the use of a feathering effect
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/// at the edge of the detected plane, which reduces the visual impression
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/// of a hard edge.
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/// </summary>
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[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
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public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
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{
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[Tooltip("The width of the texture feathering (in world units).")]
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[SerializeField]
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float m_FeatheringWidth = 0.2f;
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/// <summary>
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/// The width of the texture feathering (in world units).
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/// </summary>
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public float featheringWidth
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{
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get { return m_FeatheringWidth; }
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set { m_FeatheringWidth = value; }
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}
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void Awake()
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{
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m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
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m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
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m_Plane = GetComponent<ARPlane>();
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}
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void OnEnable()
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{
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m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
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}
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void OnDisable()
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{
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m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
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}
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void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
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{
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GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
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}
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/// <summary>
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/// Generate UV2s to mark the boundary vertices and feathering UV coords.
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/// </summary>
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/// <remarks>
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/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
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/// mesh. In this case we'll add UV2s to mark the boundary vertices.
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/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
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/// is fairly uniform.
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/// </remarks>
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/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
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void GenerateBoundaryUVs(Mesh mesh)
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{
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int vertexCount = mesh.vertexCount;
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// Reuse the list of UVs
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s_FeatheringUVs.Clear();
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if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
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mesh.GetVertices(s_Vertices);
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Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
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Vector3 uv = new Vector3(0, 0, 0);
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float shortestUVMapping = float.MaxValue;
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// Assume the last vertex is the center vertex.
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for (int i = 0; i < vertexCount - 1; i++)
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{
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float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
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// Remap the UV so that a UV of "1" marks the feathering boudary.
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// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
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// Rearrange to get the edge UV.
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float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
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uv.x = uvMapping;
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// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
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// Choose the shortest UV to guarentee we fade out before the border.
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// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
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if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
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s_FeatheringUVs.Add(uv);
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}
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m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
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// Add the center vertex UV
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uv.Set(0, 0, 0);
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s_FeatheringUVs.Add(uv);
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mesh.SetUVs(1, s_FeatheringUVs);
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mesh.UploadMeshData(false);
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}
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static List<Vector3> s_FeatheringUVs = new List<Vector3>();
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static List<Vector3> s_Vertices = new List<Vector3>();
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ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
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ARPlane m_Plane;
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Material m_FeatheredPlaneMaterial;
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}
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11
AR/Assets/ExampleAssets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
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AR/Assets/ExampleAssets/Scripts/ARFeatheredPlaneMeshVisualizer.cs.meta
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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95
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
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95
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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using UnityEngine.XR.ARSubsystems;
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//
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// This script allows us to create anchors with
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// a prefab attached in order to visbly discern where the anchors are created.
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// Anchors are a particular point in space that you are asking your device to track.
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//
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[RequireComponent(typeof(ARAnchorManager))]
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[RequireComponent(typeof(ARRaycastManager))]
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[RequireComponent(typeof(ARPlaneManager))]
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public class AnchorCreator : MonoBehaviour
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{
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// This is the prefab that will appear every time an anchor is created.
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[SerializeField]
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GameObject m_AnchorPrefab;
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public GameObject AnchorPrefab
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{
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get => m_AnchorPrefab;
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set => m_AnchorPrefab = value;
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}
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// Removes all the anchors that have been created.
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public void RemoveAllAnchors()
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{
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foreach (var anchor in m_AnchorPoints)
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{
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Destroy(anchor);
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}
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m_AnchorPoints.Clear();
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}
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// On Awake(), we obtains a reference to all the required components.
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// The ARRaycastManager allows us to perform raycasts so that we know where to place an anchor.
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// The ARPlaneManager detects surfaces we can place our objects on.
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// The ARAnchorManager handles the processing of all anchors and updates their position and rotation.
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void Awake()
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{
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m_RaycastManager = GetComponent<ARRaycastManager>();
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m_AnchorManager = GetComponent<ARAnchorManager>();
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m_PlaneManager = GetComponent<ARPlaneManager>();
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m_AnchorPoints = new List<ARAnchor>();
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}
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void Update()
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{
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// If there is no tap, then simply do nothing until the next call to Update().
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if (Input.touchCount == 0)
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return;
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var touch = Input.GetTouch(0);
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if (touch.phase != TouchPhase.Began)
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return;
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if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
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{
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// Raycast hits are sorted by distance, so the first one
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// will be the closest hit.
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var hitPose = s_Hits[0].pose;
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var hitTrackableId = s_Hits[0].trackableId;
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var hitPlane = m_PlaneManager.GetPlane(hitTrackableId);
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// This attaches an anchor to the area on the plane corresponding to the raycast hit,
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// and afterwards instantiates an instance of your chosen prefab at that point.
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// This prefab instance is parented to the anchor to make sure the position of the prefab is consistent
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// with the anchor, since an anchor attached to an ARPlane will be updated automatically by the ARAnchorManager as the ARPlane's exact position is refined.
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var anchor = m_AnchorManager.AttachAnchor(hitPlane, hitPose);
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Instantiate(m_AnchorPrefab, anchor.transform);
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if (anchor == null)
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{
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Debug.Log("Error creating anchor.");
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}
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else
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{
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// Stores the anchor so that it may be removed later.
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m_AnchorPoints.Add(anchor);
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}
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}
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}
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static List<ARRaycastHit> s_Hits = new List<ARRaycastHit>();
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List<ARAnchor> m_AnchorPoints;
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ARRaycastManager m_RaycastManager;
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ARAnchorManager m_AnchorManager;
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ARPlaneManager m_PlaneManager;
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}
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11
AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs.meta
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AR/Assets/ExampleAssets/Scripts/AnchorCreator.cs.meta
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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