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README.md

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@@ -43,7 +43,9 @@ Either inside the unity project or simply dragging the **.cs** classes on your e
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App Functionality is simple, just press the feature button you want to test. Some features like Dialogs also have toggles to specify some parameters.
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On code side, the only thing to keep in mind is to make a Script (like ``NativeToolkit.cs`` in the example) that have a reference to ``NativeToolkitPlugin`` and initialize the plugin doing: ``pluginReferenceVariable = NativeToolkitPlugin.GetPlatformPluginVersion(this.gameObject.name);``
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On code side, the only thing to keep in mind is to make a Script (like ``NativeToolkit.cs`` in the example) that have a reference to ``NativeToolkitPlugin`` and initialize the plugin doing:
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``pluginReferenceVariable = NativeToolkitPlugin.GetPlatformPluginVersion(this.gameObject.name);``
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From here you can call all plugin features simply calling ``pluginReferenceVariable.`` and the feature you want, like ``pluginReferenceVariable.TakeShot()``.
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