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Copy file name to clipboardExpand all lines: README.md
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## Example 🎬
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<p>
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<imgsrc="UnityNativeToolkitImg.png"alt="simple video gif"width="246"height="512"/>
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<imgsrc="UnityNativeToolkitImg.PNG"alt="simple video gif"width="246"height="512"/>
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</p>
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*This image shows all UnityAndroidNativeToolkit features UI.*
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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:
From here you can call all plugin features simply calling ``pluginReferenceVariable.`` and the feature you want, like ``pluginReferenceVariable.TakeShot()``.
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## Upgrading dependencies 📜
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Keep in mind that the actual release ([v1.0](https://github.com/EricBatlle/UnityAndroidNativeToolkit/releases/download/v1.0/UnityNativeToolkit_1.0.apk)) of the plugin works with **AndroidX** dependencies. That means that is targeting **Android 9** (API level 28).
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Keep in mind that the actual release ([v1.0](https://github.com/EricBatlle/UnityAndroidNativeToolkit/releases/download/v1.0/UnityNativeToolkit_1.0.apk)) of the plugin works with **AndroidX** dependencies. That means that is targeting **Android 9** (API level 28).
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