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Upgraded to Unity 5.6. Fixed the issue where in Unity 5.6 the depth order of camera rendering is inacurrate for cameras that are rendered manually (from script). This bug made it impossible to see the projector views in the Game window as it was always behind the dummy ProjectionManager camera in the scene.
Updated the package as well.
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.gitignore

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/.vs
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/.vs
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/.vs/gitRoomAlive_Microsoft/v15/Browse.VC.db

RoomAliveToolkitForUnity/README.md

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![Kinect Playback](docs/images/KinectPlaybackRead.png?raw=true)
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# FAQ
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## Why is there a hidden camera in RATProjectionManager? Or why is there a single black pixel on the bottom left corner of my game window?
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"RATProjectionManager" calls specific rendering calls on various projectors in the scene once the User views are rendered into an off screen texture. To do so, it needs to be a Camera in Unity so that its "OnPostRender()" function get called on the render thread. This also requires that all projectors are inactive Cameras so that their rendering can be triggered manually.
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However, we really don't want this "RATProjectionManager" camera to render anything. In Unity 5.5 or earlier, this could easily be accomplished by setting the depth of this fake camera to be -100 (i.e., the bottom of the stack of the camearas). However, in Unity 5.6 the depth ordering of camera rendering is messed up if the camera is disabled and its render function is called manually, so the fix (for the meantime) is that this fake camera renders into a black pixel at the very bottom left of the Game window (baiscally we set its viewport width and height to 0.001).

RoomAliveToolkitForUnity/RoomAliveUnity/.gitignore

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/[Ll]ibrary/
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/[Tt]emp/
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.vs/
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/.vs/
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Assets/MoveGameWindow.*

RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Projection/RATProjectionManager.cs

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@@ -75,11 +75,21 @@ void Awake()
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void Start () {
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if (gameObject.GetComponent<Camera>() == null)
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{
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//projection manager needs a hidden camera so that its OnPostRender() function get called.
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gameObject.AddComponent<Camera>().hideFlags = HideFlags.HideInInspector; //no need to see this camera or ever use it
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}
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if (gameObject.GetComponent<Camera>() == null) gameObject.AddComponent<Camera>();
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//projection manager needs a camera so that its OnPostRender() function get called on the render thread.
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var cam = gameObject.GetComponent<Camera>();
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//Fix for the bug in overlay rendering depth ordering in Unity 5.6:
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//Pack this dummy camera to render to a single bottom left pixel (and render nothing on black solid background)
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cam.clearFlags = CameraClearFlags.Nothing;//.SolidColor;
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cam.backgroundColor = Color.black;
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cam.cullingMask = 0; //render nothing
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cam.rect = new Rect(0, 0, 0.001f, 0.001f);
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cam.depth = -100; //doesn't seem to affect much in Unity 5.6 render order
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cam.hideFlags = HideFlags.HideInInspector; //no need to see this camera or ever use it
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//Also make sure that Gimos are turned off in the Game window!
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if(screenSetup == ConfigOptions.MultiDisplay)
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{
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if (screenSetup == ConfigOptions.Editor)
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{
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projection.GetComponent<Camera>().targetDisplay = 0;
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if(projection.displayIndex< screenViewports.Length)
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projection.GetComponent<Camera>().rect = screenViewports[cnt];
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projection.GetComponent<Camera>().rect = screenViewports[cnt];
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}
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if (screenSetup == ConfigOptions.MultiDisplay)
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{

RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Projection/RATProjector.cs

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maskWasEnabled = dynamicMask.enabled;
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dynamicMask.enabled = false;
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}
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cam.depth = 1;
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cam.backgroundColor = projectionManager.backgroundColor;
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cam.clearFlags = CameraClearFlags.SolidColor;
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cam.cullingMask = projectionManager.textureLayers;

RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Shaders/DynamicMaskShader.shader

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Shader "RoomAlive/DynamicMaskShader" {
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "RoomAlive/DynamicMaskShader" {
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Properties{
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_MainTex("Base", 2D) = "white" {}
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_MaskTex("Mask", 2D) = "white" {}
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v2f vert(appdata_img v) {
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v2f o;
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o.pos = mul(UNITY_MATRIX_MVP, v.vertex);
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o.pos = UnityObjectToClipPos(v.vertex);
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o.uv = v.texcoord.xy;
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o.uv2 = v.texcoord.xy;
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RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Shaders/ProjectionMappingDepthMeshMinimal.shader

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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
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Shader "RoomAlive/ProjectionMappingDepthMeshMinimal"
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{
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}
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float4 worldPt = float4(pos.x, pos.y, pos.z, 1);
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o.pos = mul(UNITY_MATRIX_MVP, worldPt);
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o.pos = UnityObjectToClipPos(worldPt);
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// ***************************
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// User viewpoint texture pos

RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Shaders/ProjectionMappingMinimal.shader

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
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Shader "RoomAlive/ProjectionMappingMinimal" {
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Properties {
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o.worldPos = mul(unity_ObjectToWorld, objPt);
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o.customColor = inputV.color;
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o.pos = mul(UNITY_MATRIX_MVP, objPt);
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o.pos = UnityObjectToClipPos(objPt);
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}
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half4 frag(v2f IN) : COLOR
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m_EditorVersion: 5.5.0f3
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m_EditorVersion: 5.6.0f3

RoomAliveToolkitForUnity/RoomAliveUnity/RoomAliveUnity.Editor.csproj

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<TargetFrameworkIdentifier>.NETFramework</TargetFrameworkIdentifier>
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<TargetFrameworkVersion>v3.5</TargetFrameworkVersion>
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<TargetFrameworkProfile>Unity Full v3.5</TargetFrameworkProfile>
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<CompilerResponseFile>Assets\gmcs.rsp</CompilerResponseFile>
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<CompilerResponseFile>Assets\mcs.rsp</CompilerResponseFile>
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<UnityProjectType>Editor:5</UnityProjectType>
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<UnityBuildTarget>StandaloneWindows64:19</UnityBuildTarget>
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<UnityVersion>5.5.0f3</UnityVersion>
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<UnityBuildTarget>StandaloneWindows:5</UnityBuildTarget>
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<UnityVersion>5.6.0f3</UnityVersion>
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<RootNamespace></RootNamespace>
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<LangVersion Condition=" '$(VisualStudioVersion)' != '10.0' ">4</LangVersion>
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<LangVersion>4</LangVersion>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
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<DebugType>pdbonly</DebugType>
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<IntermediateOutputPath>Temp\UnityVS_obj\Debug\</IntermediateOutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<DefineConstants>DEBUG;TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE;</DefineConstants>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
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<IntermediateOutputPath>Temp\UnityVS_obj\Release\</IntermediateOutputPath>
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<ErrorReport>prompt</ErrorReport>
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<WarningLevel>4</WarningLevel>
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<DefineConstants>TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_5_0;UNITY_5_5;UNITY_5;UNITY_64;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VIDEO;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;DEVELOPMENT_BUILD;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE;</DefineConstants>
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<DefineConstants>TRACE;UNITY_5_3_OR_NEWER;UNITY_5_4_OR_NEWER;UNITY_5_5_OR_NEWER;UNITY_5_6_OR_NEWER;UNITY_5_6_0;UNITY_5_6;UNITY_5;ENABLE_AUDIO;ENABLE_CACHING;ENABLE_CLOTH;ENABLE_DUCK_TYPING;ENABLE_GENERICS;ENABLE_PVR_GI;ENABLE_MICROPHONE;ENABLE_MULTIPLE_DISPLAYS;ENABLE_PHYSICS;ENABLE_RUNTIME_NAVMESH_BUILDING;ENABLE_SPRITERENDERER_FLIPPING;ENABLE_SPRITES;ENABLE_TERRAIN;ENABLE_RAKNET;ENABLE_UNET;ENABLE_LZMA;ENABLE_UNITYEVENTS;ENABLE_WEBCAM;ENABLE_WWW;ENABLE_CLOUD_SERVICES_COLLAB;ENABLE_CLOUD_SERVICES_ADS;ENABLE_CLOUD_HUB;ENABLE_CLOUD_PROJECT_ID;ENABLE_CLOUD_SERVICES_UNET;ENABLE_CLOUD_SERVICES_BUILD;ENABLE_CLOUD_LICENSE;ENABLE_EDITOR_METRICS;ENABLE_EDITOR_METRICS_CACHING;ENABLE_NATIVE_ARRAY;INCLUDE_DYNAMIC_GI;INCLUDE_GI;PLATFORM_SUPPORTS_MONO;RENDER_SOFTWARE_CURSOR;INCLUDE_PUBNUB;ENABLE_PLAYMODE_TESTS_RUNNER;ENABLE_SCRIPTING_NEW_CSHARP_COMPILER;ENABLE_VIDEO;UNITY_STANDALONE_WIN;UNITY_STANDALONE;ENABLE_SUBSTANCE;ENABLE_RUNTIME_GI;ENABLE_MOVIES;ENABLE_NETWORK;ENABLE_CRUNCH_TEXTURE_COMPRESSION;ENABLE_UNITYWEBREQUEST;ENABLE_CLOUD_SERVICES;ENABLE_CLOUD_SERVICES_ANALYTICS;ENABLE_CLOUD_SERVICES_PURCHASING;ENABLE_CLOUD_SERVICES_CRASH_REPORTING;ENABLE_EVENT_QUEUE;ENABLE_CLUSTERINPUT;ENABLE_VR;ENABLE_WEBSOCKET_HOST;ENABLE_MONO;NET_2_0;ENABLE_PROFILER;DEBUG;TRACE;UNITY_ASSERTIONS;UNITY_EDITOR;UNITY_EDITOR_64;UNITY_EDITOR_WIN;ENABLE_NATIVE_ARRAY_CHECKS;UNITY_TEAM_LICENSE;ENABLE_VSTU;UNITY_PRO_LICENSE;</DefineConstants>
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<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="UnityEditor.Advertisements">
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<HintPath>Library\UnityAssemblies\UnityEditor.Advertisements.dll</HintPath>
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</Reference>
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<Reference Include="nunit.framework">
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<HintPath>Library\UnityAssemblies\nunit.framework.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.EditorTestsRunner">
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<HintPath>Library\UnityAssemblies\UnityEditor.EditorTestsRunner.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.UI">
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<HintPath>Library\UnityAssemblies\UnityEngine.UI.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.Networking">
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<HintPath>Library\UnityAssemblies\UnityEditor.Networking.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.PlaymodeTestsRunner">
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<HintPath>Library\UnityAssemblies\UnityEditor.PlaymodeTestsRunner.dll</HintPath>
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<Reference Include="UnityEditor.TestRunner">
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<HintPath>Library\UnityAssemblies\UnityEditor.TestRunner.dll</HintPath>
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</Reference>
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<Reference Include="UnityEngine.TestRunner">
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<HintPath>Library\UnityAssemblies\UnityEngine.TestRunner.dll</HintPath>
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<Reference Include="UnityEngine.PlaymodeTestsRunner">
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<HintPath>Library\UnityAssemblies\UnityEngine.PlaymodeTestsRunner.dll</HintPath>
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<Reference Include="nunit.framework">
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<HintPath>Library\UnityAssemblies\nunit.framework.dll</HintPath>
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</Reference>
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<HintPath>Library\UnityAssemblies\UnityEditor.TreeEditor.dll</HintPath>
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<Reference Include="UnityEngine.HoloLens">
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<HintPath>Library\UnityAssemblies\UnityEngine.HoloLens.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.Purchasing">
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<HintPath>Library\UnityAssemblies\UnityEditor.Purchasing.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.Android.Extensions">
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<HintPath>Library\UnityAssemblies\UnityEditor.Android.Extensions.dll</HintPath>
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</Reference>
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<Reference Include="UnityEditor.WSA.Extensions">
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<HintPath>Library\UnityAssemblies\UnityEditor.WSA.Extensions.dll</HintPath>
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</Reference>
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<HintPath>Library\UnityAssemblies\UnityEditor.WindowsStandalone.Extensions.dll</HintPath>
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<Reference Include="SyntaxTree.VisualStudio.Unity.Bridge">
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<HintPath>Library\UnityAssemblies\SyntaxTree.VisualStudio.Unity.Bridge.dll</HintPath>
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<HintPath>Library\UnityAssemblies\Mono.Cecil.dll</HintPath>
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</Reference>
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<Compile Include="Assets\RoomAliveToolkit\Scripts\Editor\RATSceneSetupEditor.cs" />
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</ItemGroup>
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<ItemGroup>
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<None Include="Assets\MoveGameWindow.xml" />
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<None Include="Assets\RoomAliveToolkit\Shaders\DepthMeshProcessing.cginc" />
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<None Include="Assets\RoomAliveToolkit\Shaders\DepthMeshSurfaceShader.shader" />
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<None Include="Assets\RoomAliveToolkit\Shaders\DynamicMaskShader.shader" />

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