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Stephen HodgsonStephen Hodgson
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Cleaned up SetMaterialRecursiveForName summary.
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Assets/HoloToolkit/Sharing/Scripts/Utilities/Utils.cs

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@@ -112,12 +112,12 @@ public static void SetMaterialRecursive(Transform t, Material mat)
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}
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/// <summary>
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/// Change material for every object in hierarchy which has a name equal to nameToTest.
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/// http://answers.unity3d.com/questions/548420/material-memory-leak.html
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/// Change material for every object in hierarchy which has a name equal to nameToTest. WARNING!
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/// <see cref="http://answers.unity3d.com/questions/548420/material-memory-leak.html">See Community Answer</see>
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/// This function automatically instantiates the materials and makes them unique to this renderer.
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/// It is your responsibility to destroy the materials when the game object is being destroyed.
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/// Resources.UnloadUnusedAssets also destroys the materials but it is usually only called when loading a new level.
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/// https://docs.unity3d.com/ScriptReference/Renderer-material.html
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/// <see cref="https://docs.unity3d.com/ScriptReference/Renderer-material.html">See Unity Documentation</see>
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/// </summary>
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/// <param name="t">root transform to start looking for renderers</param>
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/// <param name="mat">material to set everything to</param>

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