feat: SongCreator 씬 완성 — Beat Sage URL 지원, info.dat 메타데이터 자동 추출
- BeatSageUploader: audio_url 지원(UploadFromUrl), PollAndDownload 공통화, ZIP 500 오류 3회 재시도 - BeatSageConverter: info.dat 파싱(SongMetadata), BPM 자동 감지 → 노트 타이밍 변환에 적용 - SongCreatorManager: title/BPM 필수 입력 제거, 난이도 4개 자동 선택, GenerateFlowFromUrl 버그 수정 - NasPublisher: audioPath null 허용(URL 흐름에서 로컬 파일 없는 경우 스킵) - .gitignore/.gitattributes 초기 설정 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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using UnityEngine.Events;
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namespace VRSDK.Events
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{
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/// <summary>
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/// Event that gets called when a is dropped inside a DropZone, we extend from UnityEvent<GrabState> so we can see this onn the inspector and add some listeners by hand if we want
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/// </summary>
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[System.Serializable]
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public class OnDropStateChangeEvent : UnityEvent<VR_Grabbable> { }
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}
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fileFormatVersion: 2
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guid: 64983187cabf2b94483dfd88a068b3d5
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnDropStateChangeEvent.cs
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uploadId: 546658
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using UnityEngine.Events;
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namespace VRSDK.Events
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{
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/// <summary>
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/// Event that gets called when the grab state change, we extend from UnityEvent<GrabState> so we can see this onn the inspector and add some listeners by hand if we want
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/// </summary>
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[System.Serializable]
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public class OnGrabStateChangeEvent : UnityEvent<GrabState> { }
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}
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fileFormatVersion: 2
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guid: 5ab1d6f3a50c5b24ca7ca0b8572cb516
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnGrabStateChangeEvent.cs
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uploadId: 546658
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using UnityEngine.Events;
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namespace VRSDK.Events
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{
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/// <summary>
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/// Event that gets called when we interact with a object, we extend from UnityEvent<GrabState> so we can see this onn the inspector and add some listeners by hand if we want
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/// </summary>
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[System.Serializable]
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public class OnInteractEvent : UnityEvent<VR_Controller> { }
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}
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fileFormatVersion: 2
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guid: 8a87b182fd447544ea040092d4eb1ca6
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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userData:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnInteractEvent.cs
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uploadId: 546658
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using UnityEngine;
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using System;
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namespace VRSDK
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{
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public class OnJointBreakListener : MonoBehaviour
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{
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private Action<float> onJointBreakCallback = null;
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public void SetListener(Action<float> listener)
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{
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onJointBreakCallback = listener;
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}
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public void RemoveAllListeners()
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{
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onJointBreakCallback = null;
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}
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//method called by Unity when a joint gets break in the gameobject
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private void OnJointBreak(float f)
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{
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if (onJointBreakCallback != null)
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onJointBreakCallback( f );
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}
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}
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}
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fileFormatVersion: 2
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guid: 08df66d83f0311447a27ba4679b3e234
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnJointBreakListener.cs
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uploadId: 546658
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using UnityEngine.Events;
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namespace VRSDK.Events
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{
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/// <summary>
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/// Event that gets called when a rotation gesture occurs, we extend from UnityEvent<GrabState> so we can see this onn the inspector and add some listeners by hand if we want
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/// this is currently in use in the revolver Physical reload system, when we rotate our hand a certain speed and certain angle, the weapon gets a reload
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/// </summary>
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public class OnRotationGestureEvent : UnityEvent<RotationGestureInfo> { }
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}
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fileFormatVersion: 2
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guid: eb0d886b3f30cfd419578be849ea0078
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externalObjects: {}
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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AssetOrigin:
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnRotationGestureEvent.cs
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uploadId: 546658
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using UnityEngine.Events;
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namespace VRSDK.Events
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{
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/// <summary>
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/// Event that gets called when some valud change, we extend from UnityEvent<GrabState> so we can see this onn the inspector and add some listeners by hand if we want
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/// </summary>
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[System.Serializable]
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public class OnValueChangeEvent : UnityEvent<float> { }
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}
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fileFormatVersion: 2
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guid: 4c9b6e78fee4f5845b50fccb994d56b9
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userData:
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assetBundleVariant:
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/OnValueChangeEvent.cs
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uploadId: 546658
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@@ -0,0 +1,45 @@
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using UnityEngine;
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using System;
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namespace VRSDK
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{
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public class TriggerCollisionListener : MonoBehaviour
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{
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public Action<Collider> OnTriggerEnterEvent = null;
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public Action<Collider> OnTriggerExitEvent = null;
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public Action<Collider> OnTriggerStayEvent = null;
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private void Awake()
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{
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Collider c = GetComponent<Collider>();
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if (c != null)
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c.isTrigger = true;
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else
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Debug.LogError( "you add a trigger collision listener in a gameobject with no collider!" );
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}
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private void OnTriggerEnter(Collider other)
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{
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Debug.Log("trigger enter");
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if (OnTriggerEnterEvent != null)
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OnTriggerEnterEvent( other );
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}
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private void OnTriggerExit(Collider other)
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{
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Debug.Log("trigger stay");
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if (OnTriggerExitEvent != null)
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OnTriggerExitEvent( other );
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}
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private void OnTriggerStay(Collider other)
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{
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if (OnTriggerStayEvent != null)
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OnTriggerStayEvent( other );
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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serializedVersion: 1
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productId: 168243
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packageName: VR Beats Kit
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packageVersion: 2.0
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assetPath: Assets/VRBeatsKit/Modules/VRSDK/Events/TriggerCollisionListener.cs
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uploadId: 546658
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