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Assets/Oculus/VR/Editor/OVRScreenshotWizard.cs
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Assets/Oculus/VR/Editor/OVRScreenshotWizard.cs
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/************************************************************************************
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Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.
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Licensed under the Oculus SDK License Version 3.4.1 (the "License");
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you may not use the Oculus SDK except in compliance with the License,
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which is provided at the time of installation or download, or which
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otherwise accompanies this software in either electronic or hard copy form.
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You may obtain a copy of the License at
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https://developer.oculus.com/licenses/sdk-3.4.1
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Unless required by applicable law or agreed to in writing, the Oculus SDK
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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************************************************************************************/
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using UnityEngine;
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using UnityEditor;
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using System.IO;
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/// <summary>
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/// From the selected transform, takes a cubemap screenshot that can be submitted with the application
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/// as a screenshot (or additionally used for reflection shaders).
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/// </summary>
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class OVRScreenshotWizard : ScriptableWizard
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{
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public enum TexFormat
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{
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JPEG, // 512kb at 1k x 1k resolution vs
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PNG, // 5.3mb
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}
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public enum SaveMode {
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SaveCubemapScreenshot,
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SaveUnityCubemap,
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SaveBoth,
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}
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public GameObject renderFrom = null;
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public int size = 2048;
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public SaveMode saveMode = SaveMode.SaveUnityCubemap;
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public string cubeMapFolder = "Assets/Textures/Cubemaps";
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public TexFormat textureFormat = TexFormat.PNG;
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/// <summary>
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/// Validates the user's input
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/// </summary>
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void OnWizardUpdate()
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{
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helpString = "Select a game object positioned in the place where\nyou want to render the cubemap screenshot from: ";
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isValid = (renderFrom != null);
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}
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/// <summary>
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/// Create the asset path if it is not available.
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/// Assuming the newFolderPath is stated with "Assets", which is a requirement.
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/// </summary>
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static bool CreateAssetPath( string newFolderPath )
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{
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const int maxFoldersCount = 32;
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string currentPath;
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string[] pathFolders;
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pathFolders = newFolderPath.Split (new char[]{ '/' }, maxFoldersCount);
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if (!string.Equals ("Assets", pathFolders [0], System.StringComparison.OrdinalIgnoreCase))
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{
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Debug.LogError( "Folder path has to be started with \" Assets \" " );
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return false;
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}
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currentPath = "Assets";
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for (int i = 1; i < pathFolders.Length; i++)
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{
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if (!string.IsNullOrEmpty(pathFolders[i]))
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{
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string newPath = currentPath + "/" + pathFolders[i];
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if (!AssetDatabase.IsValidFolder(newPath))
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AssetDatabase.CreateFolder(currentPath, pathFolders[i]);
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currentPath = newPath;
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}
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}
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Debug.Log( "Created path: " + currentPath );
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return true;
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}
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/// <summary>
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/// Renders the cubemap
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/// </summary>
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void OnWizardCreate()
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{
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if ( !AssetDatabase.IsValidFolder( cubeMapFolder ) )
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{
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if (!CreateAssetPath(cubeMapFolder))
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{
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Debug.LogError( "Created path failed: " + cubeMapFolder );
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return;
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}
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}
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bool existingCamera = true;
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bool existingCameraStateSave = true;
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Camera camera = renderFrom.GetComponent<Camera>();
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if (camera == null)
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{
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camera = renderFrom.AddComponent<Camera>();
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camera.farClipPlane = 10000f;
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existingCamera = false;
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}
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else
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{
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existingCameraStateSave = camera.enabled;
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camera.enabled = true;
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}
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// find the last screenshot saved
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if (cubeMapFolder[cubeMapFolder.Length-1] != '/')
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{
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cubeMapFolder += "/";
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}
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int idx = 0;
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string[] fileNames = Directory.GetFiles(cubeMapFolder);
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foreach(string fileName in fileNames)
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{
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if (!fileName.ToLower().EndsWith(".cubemap"))
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{
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continue;
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}
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string temp = fileName.Replace(cubeMapFolder + "vr_screenshot_", string.Empty);
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temp = temp.Replace(".cubemap", string.Empty);
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int tempIdx = 0;
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if (int.TryParse( temp, out tempIdx ))
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{
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if (tempIdx > idx)
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{
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idx = tempIdx;
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}
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}
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}
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string pathName = string.Format("{0}vr_screenshot_{1}.cubemap", cubeMapFolder, (++idx).ToString("d2"));
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Cubemap cubemap = new Cubemap(size, TextureFormat.RGB24, false);
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// render into cubemap
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if ((camera != null) && (cubemap != null))
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{
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// set up cubemap defaults
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OVRCubemapCapture.RenderIntoCubemap(camera, cubemap);
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if (existingCamera)
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{
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camera.enabled = existingCameraStateSave;
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}
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else
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{
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DestroyImmediate(camera);
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}
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// generate a regular texture as well?
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if ( ( saveMode == SaveMode.SaveCubemapScreenshot ) || ( saveMode == SaveMode.SaveBoth ) )
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{
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GenerateTexture(cubemap, pathName);
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}
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if ( ( saveMode == SaveMode.SaveUnityCubemap ) || ( saveMode == SaveMode.SaveBoth ) )
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{
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Debug.Log( "Saving: " + pathName );
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// by default the unity cubemap isn't saved
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AssetDatabase.CreateAsset( cubemap, pathName );
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// reimport as necessary
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AssetDatabase.SaveAssets();
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// select it in the project tree so developers can find it
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EditorGUIUtility.PingObject( cubemap );
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Selection.activeObject = cubemap;
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}
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AssetDatabase.Refresh();
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}
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}
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/// <summary>
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/// Generates a NPOT 6x1 cubemap in the following format PX NX PY NY PZ NZ
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/// </summary>
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void GenerateTexture(Cubemap cubemap, string pathName)
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{
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// Encode the texture and save it to disk
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pathName = pathName.Replace(".cubemap", (textureFormat == TexFormat.PNG) ? ".png" : ".jpg" ).ToLower();
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pathName = pathName.Replace( cubeMapFolder.ToLower(), "" );
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string format = textureFormat.ToString();
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string fullPath = EditorUtility.SaveFilePanel( string.Format( "Save Cubemap Screenshot as {0}", format ), "", pathName, format.ToLower() );
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if ( !string.IsNullOrEmpty( fullPath ) )
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{
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Debug.Log( "Saving: " + fullPath );
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OVRCubemapCapture.SaveCubemapCapture(cubemap, fullPath);
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}
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}
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/// <summary>
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/// Unity Editor menu option to take a screenshot
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/// </summary>
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[MenuItem("Oculus/Tools/OVR Screenshot Wizard", false, 100000)]
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static void TakeOVRScreenshot()
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{
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OVRScreenshotWizard wizard = ScriptableWizard.DisplayWizard<OVRScreenshotWizard>("OVR Screenshot Wizard", "Render Cubemap");
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if (wizard != null)
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{
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if (Selection.activeGameObject != null)
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wizard.renderFrom = Selection.activeGameObject;
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else
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wizard.renderFrom = Camera.main.gameObject;
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wizard.isValid = (wizard.renderFrom != null);
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}
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}
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}
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