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[unity] Minor cleanup of example scene description, removal of unnecessary lines.
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@ -193,7 +193,7 @@ TextMesh:
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m_Text: 'Enter <b>PLAY MODE</b> in Unity to see Spineboy animate.
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Try moving, jumping, aiming and shooting. (WASD+Spacebar+Left&Right Click, or
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XBOX Controller)'
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Gamepad)'
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m_OffsetZ: 0
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m_CharacterSize: 0.12
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m_LineSpacing: 1
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@ -873,7 +873,7 @@ TextMesh:
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m_GameObject: {fileID: 522034802}
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m_Text: 'Enter <b>PLAY MODE</b> in Unity to see bearded hero guy animate.
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Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
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Try moving and jumping. (WASD+Spacebar, or Gamepad)'
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m_OffsetZ: 0
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m_CharacterSize: 0.1
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m_LineSpacing: 1
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@ -1421,7 +1421,7 @@ TextMesh:
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animated via physics.
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Try moving and jumping. (WASD+Spacebar, or XBOX Controller)'
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Try moving and jumping. (WASD+Spacebar, or Gamepad)'
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m_OffsetZ: 0
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m_CharacterSize: 0.1
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m_LineSpacing: 1
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@ -126,15 +126,13 @@ namespace Spine.Unity.Examples {
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var shootTrack = skeletonAnimation.AnimationState.SetAnimation(1, shoot, false);
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shootTrack.AttachmentThreshold = 1f;
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shootTrack.MixDuration = 0f;
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var empty1 = skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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empty1.AttachmentThreshold = 1f;
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skeletonAnimation.state.AddEmptyAnimation(1, 0.5f, 0.1f);
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// Play the aim animation on track 2 to aim at the mouse target.
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var aimTrack = skeletonAnimation.AnimationState.SetAnimation(2, aim, false);
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aimTrack.AttachmentThreshold = 1f;
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aimTrack.MixDuration = 0f;
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var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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empty2.AttachmentThreshold = 1f;
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skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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gunSource.pitch = GetRandomPitch(gunsoundPitchOffset);
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gunSource.Play();
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@ -150,8 +148,7 @@ namespace Spine.Unity.Examples {
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}
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public void StopPlayingAim () {
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var empty2 = skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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empty2.AttachmentThreshold = 1f;
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skeletonAnimation.state.AddEmptyAnimation(2, 0.5f, 0.1f);
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}
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public void Turn (bool facingLeft) {
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