├── .gitattributes ├── .gitignore ├── Assets ├── Common.meta ├── Common │ ├── Bench.cs │ ├── Bench.cs.meta │ ├── Material_Blue.mat │ ├── Material_Blue.mat.meta │ ├── Material_Green.mat │ ├── Material_Green.mat.meta │ ├── Material_Red.mat │ ├── Material_Red.mat.meta │ ├── Material_Trail.mat │ ├── Material_Trail.mat.meta │ ├── Trail.prefab │ └── Trail.prefab.meta ├── FixYourTimestep.meta ├── FixYourTimestep │ ├── Scene.unity │ ├── Scene.unity.meta │ ├── Timestep.cs │ └── Timestep.cs.meta ├── TemporalAliasing.meta └── TemporalAliasing │ ├── Aliasing.cs │ ├── Aliasing.cs.meta │ ├── HUD.cs │ ├── HUD.cs.meta │ ├── Scene.unity │ └── Scene.unity.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityAnalyticsManager.asset └── README /.gitattributes: -------------------------------------------------------------------------------- 1 | # https://help.github.com/articles/dealing-with-line-endings/ 2 | 3 | # Declare files that will always have LF line endings on checkout. 4 | # Because Unity always writes these files using LF, even on Windows. 5 | *.mat eol=lf 6 | *.asset eol=lf 7 | *.unity eol=lf 8 | *.prefab eol=lf 9 | *.giparams eol=lf 10 | *.controller eol=lf 11 | *.renderTexture eol=lf 12 | 13 | # Denote all files that are truly binary and should not be modified. 14 | *.fbx binary 15 | *.ttf binary 16 | *.dds binary 17 | *.psd binary 18 | *.png binary 19 | *.jpg binary 20 | *.tif binary 21 | *.raw binary 22 | *.pdf binary 23 | *.dll binary 24 | *.blend binary 25 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | # Unity3D generated meta files 22 | *.pidb.meta 23 | 24 | # Unity3D Generated File On Crash Reports 25 | sysinfo.txt 26 | 27 | # OS generated 28 | .DS_Store 29 | .DS_Store? 30 | ._* 31 | .Spotlight-V100 32 | .Trashes 33 | ehthumbs.db 34 | Thumbs.db 35 | -------------------------------------------------------------------------------- /Assets/Common.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0cd61afeb73e40c46bd9f8eb45d5b3f4 3 | folderAsset: yes 4 | timeCreated: 1460040647 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/Common/Bench.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Benchmark 4 | { 5 | public int CurrentFPS 6 | { 7 | get { return m_CurrentFps; } 8 | } 9 | 10 | private const float c_FpsMeasurePeriod = 0.5f; 11 | private bool m_FirstUpdate = true; 12 | private float m_FpsNextPeriod = 0; 13 | private int m_FpsAccumulator = 0; 14 | private int m_CurrentFps; 15 | 16 | public int Run() 17 | { 18 | if (m_FirstUpdate) { 19 | m_FirstUpdate = false; 20 | m_FpsNextPeriod = Time.realtimeSinceStartup + c_FpsMeasurePeriod; 21 | } 22 | 23 | m_FpsAccumulator++; 24 | 25 | if (Time.realtimeSinceStartup > m_FpsNextPeriod) { 26 | m_CurrentFps = (int)(m_FpsAccumulator / c_FpsMeasurePeriod); 27 | m_FpsAccumulator = 0; 28 | m_FpsNextPeriod += c_FpsMeasurePeriod; 29 | } 30 | 31 | 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-------------------------------------------------------------------------------- /Assets/FixYourTimestep/Scene.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3c2f7e50c57c8ae4f9cc2a48b6a0cfef 3 | timeCreated: 1459862920 4 | licenseType: Free 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/FixYourTimestep/Timestep.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | /// 4 | /// http://gafferongames.com/game-physics/fix-your-timestep/ 5 | /// 6 | public class Timestep : MonoBehaviour 7 | { 8 | public struct State 9 | { 10 | public float x; 11 | public float v; 12 | 13 | public State(float x, float v) 14 | { 15 | this.x = x; 16 | this.v = v; 17 | } 18 | }; 19 | 20 | struct Derivative 21 | { 22 | public float dx; 23 | public float dv; 24 | }; 25 | 26 | State interpolate(State previous, State current, float alpha) 27 | { 28 | State state; 29 | state.x = current.x * alpha + previous.x * (1 - alpha); 30 | state.v = current.v * alpha + previous.v * (1 - alpha); 31 | return state; 32 | } 33 | 34 | float acceleration(State state, float t) 35 | { 36 | const float k = 10; 37 | const float b = 1; 38 | return -k * state.x - b * state.v; 39 | } 40 | 41 | Derivative evaluate(State initial, float t) 42 | { 43 | Derivative output; 44 | output.dx = initial.v; 45 | output.dv = acceleration(initial, t); 46 | return output; 47 | } 48 | 49 | Derivative evaluate(State initial, float t, float dt, Derivative d) 50 | { 51 | State state; 52 | state.x = initial.x + d.dx * dt; 53 | state.v = initial.v + d.dv * dt; 54 | Derivative output; 55 | output.dx = state.v; 56 | output.dv = acceleration(state, t + dt); 57 | return output; 58 | } 59 | 60 | void integrate(ref State state, float t, float dt) 61 | { 62 | Derivative a = evaluate(state, t); 63 | Derivative b = evaluate(state, t, dt * 0.5f, a); 64 | Derivative c = evaluate(state, t, dt * 0.5f, b); 65 | Derivative d = evaluate(state, t, dt, c); 66 | 67 | float dxdt = 1.0f / 6.0f * (a.dx + 2.0f * (b.dx + c.dx) + d.dx); 68 | float dvdt = 1.0f / 6.0f * (a.dv + 2.0f * (b.dv + c.dv) + d.dv); 69 | 70 | state.x = state.x + dxdt * dt; 71 | state.v = state.v + dvdt * dt; 72 | } 73 | 74 | [Header("FPS Benchmarks")] 75 | public int UpdateFPS; 76 | public int FixedUpdateFPS; 77 | public int TestCycleFPS; 78 | private Benchmark updateBench = new Benchmark(); 79 | private Benchmark fixedUpdateBench = new Benchmark(); 80 | private Benchmark testCycleBench = new Benchmark(); 81 | 82 | [Header("Fix Your Timestep!")] 83 | public float initX = 40f; 84 | public float initV = 0; 85 | float currentTime = 0.0f; 86 | float accumulator = 0.0f; 87 | public float dt = 0.1f; 88 | public float t = 0.0f; 89 | private float alpha; 90 | State lerpState; 91 | State current; 92 | State previous; 93 | 94 | [Header("Render")] 95 | public GameObject gCurrent; 96 | public GameObject gPrevious; 97 | public GameObject gLerp; 98 | 99 | void Start() 100 | { 101 | current = new State(initX, initV); 102 | previous = current; 103 | 104 | Time.fixedDeltaTime = dt; 105 | } 106 | 107 | void FixedUpdate() 108 | { 109 | previous = current; 110 | integrate(ref current, t, dt); 111 | t += dt; 112 | 113 | FixedUpdateFPS = fixedUpdateBench.Run(); 114 | } 115 | 116 | void Update() 117 | { 118 | /* 119 | float newTime = Time.realtimeSinceStartup; 120 | float deltaTime = newTime - currentTime; 121 | currentTime = newTime; 122 | 123 | if (deltaTime > 0.25f) 124 | deltaTime = 0.25f; 125 | 126 | accumulator += deltaTime; 127 | 128 | if (dt < 0.005f) // 200 FPS limit 129 | dt = 0.005f; // to prevent endless while loop 130 | 131 | while (accumulator >= dt) { 132 | accumulator -= dt; 133 | previous = current; 134 | integrate(ref current, t, dt); 135 | t += dt; 136 | 137 | TestCycleFPS = testCycleBench.Run(); 138 | } 139 | 140 | alpha = accumulator / dt; 141 | */ 142 | 143 | alpha = (Time.time - Time.fixedTime) / Time.fixedDeltaTime; 144 | 145 | lerpState = interpolate(previous, current, alpha); 146 | 147 | gLerp.transform.position = new Vector3(lerpState.x, 0, 0); 148 | gCurrent.transform.position = new Vector3(current.x, 0, 0); 149 | gPrevious.transform.position = new Vector3(previous.x, 0, 0); 150 | 151 | if (Input.GetKeyDown(KeyCode.T)) { // Toggle current & previous 152 | gCurrent.SetActive(!gCurrent.activeInHierarchy); 153 | gPrevious.SetActive(!gPrevious.activeInHierarchy); 154 | } 155 | 156 | if (Input.GetKeyDown(KeyCode.R)) { // Reset our simulation 157 | current.x = previous.x = initX; 158 | current.v = previous.v = initV; 159 | } 160 | 161 | UpdateFPS = updateBench.Run(); 162 | } 163 | 164 | void OnGUI() 165 | { 166 | GUI.color = Color.green; 167 | GUI.Label(new Rect(10, 10, 400, 20), "Update FPS: " + UpdateFPS); 168 | GUI.Label(new Rect(10, 30, 400, 20), "FixedUpdate FPS: " + FixedUpdateFPS); 169 | GUI.Label(new Rect(10, 50, 400, 20), "Keys: R - reset simulation, T - toggle current & previous visibility"); 170 | } 171 | 172 | } 173 | -------------------------------------------------------------------------------- /Assets/FixYourTimestep/Timestep.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5962f5e136659ea48b6a09c075fcc7db 3 | timeCreated: 1459865439 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: ca4671dab1d299741ab3eba96a051b21 3 | folderAsset: yes 4 | timeCreated: 1459862801 5 | licenseType: Free 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing/Aliasing.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class Aliasing : MonoBehaviour 4 | { 5 | public bool UseLerp = true; 6 | private Vector3 currentState; 7 | private Vector3 previousState; 8 | 9 | [Header("FPS Benchmarks")] 10 | public int UpdateFPS; 11 | public int FixedUpdateFPS; 12 | private Benchmark updateBench = new Benchmark(); 13 | private Benchmark fixedUpdateBench = new Benchmark(); 14 | 15 | [Header("Lissajous curve")] 16 | public float ampX = 8; 17 | public float ampZ = 2; 18 | public int a = 1; 19 | public int b = 2; 20 | public float d = Mathf.PI / 2; 21 | public float step = 0.05f; 22 | public float angle = 0; 23 | 24 | void FixedUpdate() 25 | { 26 | previousState = currentState; 27 | angle += step; 28 | 29 | if (angle >= Mathf.PI * 2) 30 | angle = 0; 31 | 32 | currentState.x = ampX * Mathf.Sin(a * angle + d); 33 | currentState.z = ampZ * Mathf.Sin(b * angle); 34 | 35 | FixedUpdateFPS = fixedUpdateBench.Run(); 36 | } 37 | 38 | void Update() 39 | { 40 | float alpha = (Time.time - Time.fixedTime) / Time.fixedDeltaTime; 41 | //Vector3 lerpState = currentState * alpha + previousState * (1.0f - alpha); 42 | Vector3 lerpState = Vector3.Lerp(previousState, currentState, alpha); 43 | 44 | if (UseLerp) 45 | transform.position = lerpState; 46 | else 47 | transform.position = currentState; 48 | 49 | UpdateFPS = updateBench.Run(); 50 | } 51 | } 52 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing/Aliasing.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 91c44ab973afbe543ac0557fdae87adb 3 | timeCreated: 1441613215 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing/HUD.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.UI; 3 | 4 | public class HUD : MonoBehaviour 5 | { 6 | private Aliasing test; 7 | const string format_UpdateFPS = "Update FPS: {0}"; 8 | const string format_FixedUpdateFPS = "FixedUpdate FPS: {0}"; 9 | public Text txt_FixedUpdateFPS; 10 | public Text txt_UpdateFPS; 11 | public Text txt_Warning; 12 | public Toggle tgl_UseTargetFrameRate; 13 | public Toggle tgl_UseLerp; 14 | public Toggle tgl_VSync; 15 | 16 | void Start() 17 | { 18 | 19 | #if UNITY_EDITOR 20 | txt_Warning.gameObject.SetActive(true); 21 | #endif 22 | 23 | test = gameObject.GetComponent(); 24 | } 25 | 26 | void Update() 27 | { 28 | txt_FixedUpdateFPS.text = string.Format(format_FixedUpdateFPS, test.FixedUpdateFPS); 29 | txt_UpdateFPS.text = string.Format(format_UpdateFPS, test.UpdateFPS); 30 | 31 | Application.targetFrameRate = tgl_UseTargetFrameRate.isOn ? 30 : 0; 32 | QualitySettings.vSyncCount = tgl_VSync.isOn ? 1 : 0; 33 | test.UseLerp = tgl_UseLerp.isOn; 34 | } 35 | } 36 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing/HUD.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 01020a7a3b415674d8eabc742d1b088c 3 | timeCreated: 1441622113 4 | licenseType: Free 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/TemporalAliasing/Scene.unity: 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No Surrender of Others' Freedom. 541 | 542 | If conditions are imposed on you (whether by court order, agreement or 543 | otherwise) that contradict the conditions of this License, they do not 544 | excuse you from the conditions of this License. If you cannot convey a 545 | covered work so as to satisfy simultaneously your obligations under this 546 | License and any other pertinent obligations, then as a consequence you may 547 | not convey it at all. For example, if you agree to terms that obligate you 548 | to collect a royalty for further conveying from those to whom you convey 549 | the Program, the only way you could satisfy both those terms and this 550 | License would be to refrain entirely from conveying the Program. 551 | 552 | 13. Use with the GNU Affero General Public License. 553 | 554 | Notwithstanding any other provision of this License, you have 555 | permission to link or combine any covered work with a work licensed 556 | under version 3 of the GNU Affero General Public License into a single 557 | combined work, and to convey the resulting work. The terms of this 558 | License will continue to apply to the part which is the covered work, 559 | but the special requirements of the GNU Affero General Public License, 560 | section 13, concerning interaction through a network will apply to the 561 | combination as such. 562 | 563 | 14. Revised Versions of this License. 564 | 565 | The Free Software Foundation may publish revised and/or new versions of 566 | the GNU General Public License from time to time. Such new versions will 567 | be similar in spirit to the present version, but may differ in detail to 568 | address new problems or concerns. 569 | 570 | Each version is given a distinguishing version number. If the 571 | Program specifies that a certain numbered version of the GNU General 572 | Public License "or any later version" applies to it, you have the 573 | option of following the terms and conditions either of that numbered 574 | version or of any later version published by the Free Software 575 | Foundation. If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. Limitation of Liability. 601 | 602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING 603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS 604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY 605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE 606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF 607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD 608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), 609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF 610 | SUCH DAMAGES. 611 | 612 | 17. Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | {one line to give the program's name and a brief idea of what it does.} 635 | Copyright (C) {year} {name of author} 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | {project} Copyright (C) {year} {fullname} 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | m_Volume: 1 7 | Rolloff Scale: 1 8 | Doppler Factor: 1 9 | Default Speaker Mode: 2 10 | m_SampleRate: 0 11 | m_DSPBufferSize: 0 12 | m_VirtualVoiceCount: 512 13 | m_RealVoiceCount: 32 14 | m_SpatializerPlugin: 15 | m_DisableAudio: 0 16 | -------------------------------------------------------------------------------- /ProjectSettings/DynamicsManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!55 &1 4 | PhysicsManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Gravity: {x: 0, y: -9.81000042, z: 0} 8 | m_DefaultMaterial: {fileID: 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