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doc: Minor fixes.
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VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/2-create-mesh.md

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@@ -10,7 +10,7 @@ We're now going to edit Blender's *default cube* and unwrap it to fit the backgl
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## Create the Geometry
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Open Blender and select the default cube. In the *Scene Properties* window, set units to *Imperial* and the length to *Inches*. With your mouse cursor over 3D viewport, hit `N` to show the transform properties of the cube. Enter the dimensions of your backglass in the `Y` and `Z` fields under *Scale*. The `X` value isn't really important, make it something small like 0.2".
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Open Blender and select the default cube. In the *Scene Properties* window, set units to *Imperial* and the length to *Inches*. With your mouse cursor over 3D viewport, hit `N` to show the transform properties of the cube. Enter the dimensions of your backglass in the `Y` and `Z` fields under *Dimensions*. The `X` value isn't really important, make it something small like 0.2".
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![Editing the Cube](blender-object.png)
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VisualPinball.Unity/Documentation~/creators-guide/tutorials/realistic-backglass/3-import-into-unity.md

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@@ -41,7 +41,9 @@ In the *Project* window, navigate to your `Materials` folder, right click, selec
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![Backglass material](unity-material.png)
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Then, in the *Project* window, navigate back to your materials, drag and drop the `Backglass` material onto the backglass in your 3D view, and...
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## Apply the Material
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In the *Project* window, navigate back to your materials, drag and drop the `Backglass` material onto the backglass in your 3D view, and...
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![Material applied](unity-material-applied.png)
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