deltavr multiplayer 2.0
This commit is contained in:
@@ -73,3 +73,7 @@ crashlytics-build.properties
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/[Aa]ssets/[Ss]treamingAssets/aa.meta
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/[Aa]ssets/[Ss]treamingAssets/aa/*
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Recordings/
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# Paid assets
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/[Aa]ssets/Magic Light Probes/*
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/[Aa]ssets/[Bb]akery/*
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Vendored
-56
@@ -1,56 +0,0 @@
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{
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"files.exclude":
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{
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"**/.DS_Store":true,
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"**/.git":true,
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"**/.gitignore":true,
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"**/.gitmodules":true,
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"**/*.booproj":true,
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"**/*.pidb":true,
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"**/*.suo":true,
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"**/*.user":true,
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"**/*.userprefs":true,
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"**/*.unityproj":true,
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"**/*.dll":true,
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"**/*.exe":true,
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"**/*.pdf":true,
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"**/*.mid":true,
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"**/*.midi":true,
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"**/*.wav":true,
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"**/*.gif":true,
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"**/*.ico":true,
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"**/*.jpg":true,
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"**/*.jpeg":true,
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"**/*.png":true,
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"**/*.psd":true,
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"**/*.tga":true,
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"**/*.tif":true,
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"**/*.tiff":true,
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"**/*.3ds":true,
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"**/*.3DS":true,
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"**/*.fbx":true,
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"**/*.FBX":true,
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"**/*.lxo":true,
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"**/*.LXO":true,
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"**/*.ma":true,
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"**/*.MA":true,
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"**/*.obj":true,
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"**/*.OBJ":true,
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"**/*.asset":true,
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"**/*.cubemap":true,
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"**/*.flare":true,
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"**/*.mat":true,
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"**/*.meta":true,
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"**/*.prefab":true,
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"**/*.unity":true,
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"build/":true,
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"Build/":true,
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"Library/":true,
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"library/":true,
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"obj/":true,
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"Obj/":true,
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"ProjectSettings/":true,
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"temp/":true,
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"Temp/":true
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}
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}
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@@ -0,0 +1,45 @@
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using UnityEngine;
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using UnityEngine.InputSystem;
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using UnityEngine.XR.Interaction.Toolkit;
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public class ActivateTeleportationRay : MonoBehaviour
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{
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public GameObject teleportRay;
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public float rayHideDelay = 0.1f;
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public InputActionProperty activateTeleportRay;
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public TeleportationProvider teleportationProvider;
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// Update is called once per frame
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private void Start()
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{
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teleportRay.SetActive(false);
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activateTeleportRay.action.performed += ShowRay;
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activateTeleportRay.action.canceled += HideRayPerformed;
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teleportationProvider.endLocomotion += HideRayPerformed;
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}
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private void HideRayPerformed(InputAction.CallbackContext obj)
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{
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if (!teleportRay.activeSelf) return;
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if (IsInvoking(nameof(HideRay))) return;
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Invoke(nameof(HideRay), rayHideDelay);
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}
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private void HideRayPerformed(LocomotionSystem obj)
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{
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if (!teleportRay.activeSelf) return;
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if (IsInvoking(nameof(HideRay))) return;
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Invoke(nameof(HideRay), rayHideDelay);
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}
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private void ShowRay(InputAction.CallbackContext obj)
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{
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teleportRay.SetActive(true);
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}
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private void HideRay()
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{
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teleportRay.SetActive(false);
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}
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}
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@@ -0,0 +1,11 @@
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,107 @@
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using TMPro;
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using UnityEngine;
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public class Billboard : MonoBehaviour
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{
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private GameObject _parent;
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public string defaultText = "Sample Text";
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public TMP_Text tmpText;
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public Canvas canvas;
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public string prefix = "<mark=#000000BB>";
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private Camera _camera;
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public LineRenderer lineRenderer;
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public Transform lineStart;
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private GameObject _lineEndObject;
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private MeshFilter _lineEndMeshFilter;
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private void Start()
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{
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_camera = Camera.main;
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lineRenderer = GetComponent<LineRenderer>();
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_parent = transform.parent.gameObject;
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transform.SetParent(null);
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tmpText.text = defaultText;
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}
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private void LateUpdate()
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{
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if (canvas.enabled) transform.position = _parent.transform.position + (_camera.transform.up * 0.1f);
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if (!lineRenderer.enabled) return;
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lineRenderer.SetPosition(0, lineStart.position);
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lineRenderer.SetPosition(1, CalculateLineEndPosition());
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}
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private void SetText(string txt)
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{
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tmpText.text = prefix + txt;
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}
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private void ShowCanvas()
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{
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canvas.enabled = true;
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lineRenderer.enabled = true;
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}
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private void HideCanvas()
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{
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canvas.enabled = false;
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lineRenderer.enabled = false;
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}
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public void ShowHint(string txt)
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{
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ShowCanvas();
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SetText(txt);
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}
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public void HideHint()
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||||
{
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HideCanvas();
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}
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||||
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public void SetLineTarget(GameObject newGM)
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||||
{
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_lineEndObject = newGM;
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_lineEndMeshFilter = _lineEndObject.GetComponent<MeshFilter>();
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}
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private Vector3 CalculateLineEndPosition()
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||||
{
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if (_lineEndObject == null)
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||||
{
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lineRenderer.enabled = false;
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return Vector3.zero;
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||||
}
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return _lineEndMeshFilter == null ? _lineEndObject.transform.position : FindClosestVertexToTargetPoint(lineStart.position, _lineEndMeshFilter);
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}
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||||
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private Vector3 FindClosestVertexToTargetPoint(Vector3 start, MeshFilter filter)
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{
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// Get the Mesh object from the MeshFilter component
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Mesh mesh = filter.mesh;
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||||
// Get the world position of the point you want to find the closest point on the mesh to
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// Transform the point into local space relative to the MeshFilter's transform
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Vector3 localPoint = filter.transform.InverseTransformPoint(start);
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||||
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// Find the closest vertex to the point
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float closestDistance = Mathf.Infinity;
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Vector3 closestVertex = Vector3.zero;
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||||
for (int i = 0; i < mesh.vertexCount; i++)
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{
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Vector3 vertex = mesh.vertices[i];
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float distance = Vector3.Distance(localPoint, vertex);
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if (distance < closestDistance)
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{
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closestDistance = distance;
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closestVertex = vertex;
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}
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}
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// Transform the closest vertex back into world space
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return filter.transform.TransformPoint(closestVertex);
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}
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}
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@@ -0,0 +1,11 @@
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