Added the trim sheet to Engine wiht its meshes, Set up some basic lighting pass, Built some of the world
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mipMapFadeDistanceEnd: 3
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alignment: 0
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spritePivot: {x: 0.5, y: 0.5}
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 6
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textureShape: 1
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textureFormatSet: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Standalone
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textureFormat: -1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: iPhone
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Android
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maxTextureSize: 8192
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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buildTarget: Windows Store Apps
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maxTextureSize: 8192
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textureFormat: -1
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textureCompression: 1
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compressionQuality: 50
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crunchedCompression: 0
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allowsAlphaSplitting: 0
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overridden: 0
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androidETC2FallbackOverride: 0
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forceMaximumCompressionQuality_BC6H_BC7: 0
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serializedVersion: 2
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spriteID:
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weights: []
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secondaryTextures: []
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spritePackingTag:
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pSDShowRemoveMatteOption: 0
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userData:
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assetBundleName:
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assetBundleVariant:
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Binary file not shown.
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Reference in New Issue