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Christopher Remde
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Added documentation for new material options
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Unity_Test_Project/Assets/Editor/BumpUpPackageVersionAndCopySamples.cs

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Unity_Test_Project/Packages/manifest.json

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{
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"dependencies": {
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"com.buildingvolumes.geometry_sequence_player": "file:C:/Dev/Volcapture/Unity_Geometry_Sequence_Player/Geometry_Sequence_Player_Package",
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"com.buildingvolumes.geometry_sequence_player": "file:../../Geometry_Sequence_Player_Package",
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"com.unity.ai.navigation": "2.0.9",
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"com.unity.analytics": "3.8.1",
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"com.unity.collab-proxy": "2.9.3",

Unity_Test_Project/Packages/packages-lock.json

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{
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"dependencies": {
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"com.buildingvolumes.geometry_sequence_player": {
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"version": "file:C:/Dev/Volcapture/Unity_Geometry_Sequence_Player/Geometry_Sequence_Player_Package",
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"version": "file:../../Geometry_Sequence_Player_Package",
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"depth": 0,
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"source": "local",
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"dependencies": {

Unity_Test_Project/ProjectSettings/EditorBuildSettings.asset

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path: Assets/Basic_Build_Sample_PC.unity
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guid: 6b09899ec332ee04eb46e280d0d6db69
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- enabled: 1
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path: Assets/Samples/Geometry Sequence Player/1.1.0/Sequence Samples/02_Pointcloud_Example.unity
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path: Assets/Samples/Geometry Sequence Player/1.2.0/Sequence Samples/02_Pointcloud_Example.unity
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guid: c8a284e921121b24fa1f675776339904
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m_configObjects: {}
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m_UseUCBPForAssetBundles: 0

Unity_Test_Project/UserSettings/EditorUserSettings.asset

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docs/content/docs/tutorials/distribution/index.md

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All modes are supported by this plugin. While the **flat mode** runs like an IPhone or IPad application, there are stark differences between the **bounded** and **immersive** mode.
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We generally recommended to use the **immersive** mode whenever you can, due to it's much higher performance capabilities.
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### Bounded mode
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### Bounded mode / Polyspatial
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The bounded mode lets the users run an app along other apps, inside a limited volume, comparable to a 3D window. Apps running in this mode face many restrictions, including not being able to render their content natively. Unity needs to translate all meshes, textures, materials and shaders to RealityKit equivalents, this is called the **PolySpatial** pipeline. Due to these restrictions, playback performance suffers and works only for smaller sequences. Pointclouds sequences should stay under **50.000 points per frame**, mesh sequences under **30.000 polygons per frame**, and textures at or under **2048x2048 texture resolution** per frame. Additionally, there might be a performance ditch when the sequence starts, especially for pointcloud sequences. These are gradually streamed in to not overload the system.
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Bounded mode should be detected automatically by the package. If it does not work and you get playback errors while running on the device, you need to have a volume camera component inside your scene.
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> ℹ️ If you want to use the bounded mode, make sure to set the **Pointcloud Render Path** in the **Geometry Sequence Stream** component to **PolySpatial**, even when you're playing back mesh sequences!
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> ☝️ Due to some lower level code in this package, the playback might not work correctly in the AVP simulator
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Due to some lower level code in this package, the playback might not work correctly in the AVP simulator
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### Immersive mode
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docs/content/docs/tutorials/editor-playback/index.md

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![All player settings](editor_playback_stream_component.png)
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**Material Settings:**
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- **Custom Material** If you want to apply your own material to the sequence, you can set it here. If this field is left empty, a default material will be loaded. This material needs to follow the [guidelines here](/Unity_Geometry_Sequence_Player/docs/tutorials/materials/)
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- **Instantiate Material**: Will only be shown when a custom material is set. With this option, you can control if the material should either be cloned. If it's cloned, changing the origin material in Assets won't effect the sequence material during play
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**Pointcloud Settings:** These settings only affect pointcloud based sequences.
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- **Point Render Path** Choose which playback path to use. For HDRP, URP and Built-In with Shadergraph installed, we recommend the ***Shadergraph*** path. Otherwise ***Legacy*** should be used.
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- **Point Size:** Set the size of the individual points with the modifier (in Unity units).
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- **Point Type:** Set the shape of the points. They can either be displayed as **Quads**, **Circles** or **Splats** (experimental, not recommended)**.
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- **Point Emission:** Set the emission strength of the points.
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**Mesh Settings:** These settings only affect mesh based sequences.
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- **Mesh Material:** Set an alternative material for your mesh sequence. If left empty, a default unlit material will be used.
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- **Material slots:** Set to which material slots the texture of your sequence should apply. Options are **Main texture**, **Emissive** and **Detail**
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- **Custom texture slots:** If the material should apply to other slots, add them here. Add the name of the texture slot as defined in the shader.
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