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Assets/MixedRealityToolkit.Tests/PlayModeTests/Experimental/BoundsControlTests.cs

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// issue will likely persist for 2018, this issue is worked around by wrapping all
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// play mode tests in this check.
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using Assert = UnityEngine.Assertions.Assert;
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using Microsoft.MixedReality.Toolkit.Experimental.UI.BoundsControl;
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using Microsoft.MixedReality.Toolkit.Input;
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using Microsoft.MixedReality.Toolkit.UI;
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using Microsoft.MixedReality.Toolkit.Utilities;
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using NUnit.Framework;
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using System.Collections;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Microsoft.MixedReality.Toolkit.Input;
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using Microsoft.MixedReality.Toolkit.Utilities;
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using Assert = UnityEngine.Assertions.Assert;
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using Microsoft.MixedReality.Toolkit.Experimental.UI.BoundsControl;
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using UnityEditor;
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namespace Microsoft.MixedReality.Toolkit.Tests.Experimental
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{

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