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Repository: UnityTechnologies/Presentation
Branch: master
Commit: 092777cfd590
Files: 387
Total size: 11.3 MB

Directory structure:
gitextract_k006hrwp/

├── .gitignore
├── Editor/
│   ├── Inspectors/
│   │   ├── SlideDeckEditor.cs
│   │   └── SlideDeckEditor.cs.meta
│   ├── Inspectors.meta
│   ├── PresentationWindow.cs
│   ├── PresentationWindow.cs.meta
│   ├── Utils/
│   │   ├── EditorUtils.cs
│   │   ├── EditorUtils.cs.meta
│   │   ├── GUIElements.cs
│   │   └── GUIElements.cs.meta
│   └── Utils.meta
├── Editor.meta
├── Properties.asset
├── Properties.asset.meta
├── README.md
├── README.md.meta
├── Scenes/
│   ├── Empty.unity
│   ├── Empty.unity.meta
│   ├── Loader.unity
│   └── Loader.unity.meta
├── Scenes.meta
├── Scripts/
│   ├── Behaviours/
│   │   ├── Empty.cs
│   │   ├── Empty.cs.meta
│   │   ├── Loader.cs
│   │   ├── Loader.cs.meta
│   │   ├── PresentationHelper.cs
│   │   └── PresentationHelper.cs.meta
│   ├── Behaviours.meta
│   ├── EditorOnly/
│   │   ├── GameView.cs
│   │   └── GameView.cs.meta
│   ├── EditorOnly.meta
│   ├── Engine.cs
│   ├── Engine.cs.meta
│   ├── PresentationSlide.cs
│   ├── PresentationSlide.cs.meta
│   ├── Properties.cs
│   ├── Properties.cs.meta
│   ├── SlideDeck.cs
│   ├── SlideDeck.cs.meta
│   ├── Utils/
│   │   ├── PresentationUtils.cs
│   │   ├── PresentationUtils.cs.meta
│   │   ├── SceneUtils.cs
│   │   └── SceneUtils.cs.meta
│   └── Utils.meta
├── Scripts.meta
├── TextMesh Pro/
│   ├── GUISkins/
│   │   ├── TMPro_DarkSkin.guiskin
│   │   ├── TMPro_DarkSkin.guiskin.meta
│   │   ├── TMPro_LightSkin.guiskin
│   │   ├── TMPro_LightSkin.guiskin.meta
│   │   ├── Textures/
│   │   │   ├── Box Area 85 Dark.psd
│   │   │   ├── Box Area 85 Dark.psd.meta
│   │   │   ├── Box Area Dark (LEFT).psd
│   │   │   ├── Box Area Dark (LEFT).psd.meta
│   │   │   ├── Box Area Dark.psd
│   │   │   ├── Box Area Dark.psd.meta
│   │   │   ├── Box Area Light (LEFT).psd
│   │   │   ├── Box Area Light (LEFT).psd.meta
│   │   │   ├── Box Area Light.psd
│   │   │   ├── Box Area Light.psd.meta
│   │   │   ├── Box Area Medium (LEFT).psd
│   │   │   ├── Box Area Medium (LEFT).psd.meta
│   │   │   ├── Box Area Medium.psd
│   │   │   ├── Box Area Medium.psd.meta
│   │   │   ├── Square Box Area (40 Grey).psd
│   │   │   ├── Square Box Area (40 Grey).psd.meta
│   │   │   ├── Square Box Area (85 Grey).psd
│   │   │   ├── Square Box Area (85 Grey).psd.meta
│   │   │   ├── btn_AlignBaseLine.psd
│   │   │   ├── btn_AlignBaseLine.psd.meta
│   │   │   ├── btn_AlignBaseLine_Light.psd
│   │   │   ├── btn_AlignBaseLine_Light.psd.meta
│   │   │   ├── btn_AlignBottom.psd
│   │   │   ├── btn_AlignBottom.psd.meta
│   │   │   ├── btn_AlignBottom_Light.psd
│   │   │   ├── btn_AlignBottom_Light.psd.meta
│   │   │   ├── btn_AlignCapLine.psd
│   │   │   ├── btn_AlignCapLine.psd.meta
│   │   │   ├── btn_AlignCapLine_Light.psd
│   │   │   ├── btn_AlignCapLine_Light.psd.meta
│   │   │   ├── btn_AlignCenter.psd
│   │   │   ├── btn_AlignCenter.psd.meta
│   │   │   ├── btn_AlignCenterGeo.psd
│   │   │   ├── btn_AlignCenterGeo.psd.meta
│   │   │   ├── btn_AlignCenterGeo_Light.psd
│   │   │   ├── btn_AlignCenterGeo_Light.psd.meta
│   │   │   ├── btn_AlignCenter_Light.psd
│   │   │   ├── btn_AlignCenter_Light.psd.meta
│   │   │   ├── btn_AlignFlush.psd
│   │   │   ├── btn_AlignFlush.psd.meta
│   │   │   ├── btn_AlignFlush_Light.psd
│   │   │   ├── btn_AlignFlush_Light.psd.meta
│   │   │   ├── btn_AlignJustified.psd
│   │   │   ├── btn_AlignJustified.psd.meta
│   │   │   ├── btn_AlignJustified_Light.psd
│   │   │   ├── btn_AlignJustified_Light.psd.meta
│   │   │   ├── btn_AlignLeft.psd
│   │   │   ├── btn_AlignLeft.psd.meta
│   │   │   ├── btn_AlignLeft_Light.psd
│   │   │   ├── btn_AlignLeft_Light.psd.meta
│   │   │   ├── btn_AlignMidLine.psd
│   │   │   ├── btn_AlignMidLine.psd.meta
│   │   │   ├── btn_AlignMiddle.psd
│   │   │   ├── btn_AlignMiddle.psd.meta
│   │   │   ├── btn_AlignMiddle_Light.psd
│   │   │   ├── btn_AlignMiddle_Light.psd.meta
│   │   │   ├── btn_AlignMidline_Light.psd
│   │   │   ├── btn_AlignMidline_Light.psd.meta
│   │   │   ├── btn_AlignRight.psd
│   │   │   ├── btn_AlignRight.psd.meta
│   │   │   ├── btn_AlignRight_Light.psd
│   │   │   ├── btn_AlignRight_Light.psd.meta
│   │   │   ├── btn_AlignTop.psd
│   │   │   ├── btn_AlignTop.psd.meta
│   │   │   ├── btn_AlignTop_Light.psd
│   │   │   ├── btn_AlignTop_Light.psd.meta
│   │   │   ├── progress bar (Light).psd
│   │   │   ├── progress bar (Light).psd.meta
│   │   │   ├── progress bar.psd
│   │   │   └── progress bar.psd.meta
│   │   └── Textures.meta
│   ├── GUISkins.meta
│   ├── Gizmos/
│   │   ├── TMP - Dropdown Icon.psd
│   │   ├── TMP - Dropdown Icon.psd.meta
│   │   ├── TMP - Font Asset Icon.psd
│   │   ├── TMP - Font Asset Icon.psd.meta
│   │   ├── TMP - Input Field Icon.psd
│   │   ├── TMP - Input Field Icon.psd.meta
│   │   ├── TMP - Text Component Icon.psd
│   │   ├── TMP - Text Component Icon.psd.meta
│   │   ├── TextMeshPro Inline Graphics icon.psd
│   │   └── TextMeshPro Inline Graphics icon.psd.meta
│   ├── Gizmos.meta
│   ├── Plugins/
│   │   ├── 32 Bit Plugins/
│   │   │   ├── TMPro_Plugin.bundle
│   │   │   ├── TMPro_Plugin.bundle.meta
│   │   │   └── TMPro_Plugin.dll.meta
│   │   ├── 32 Bit Plugins.meta
│   │   ├── 64 Bit Plugins/
│   │   │   ├── TMPro_Plugin.bundle
│   │   │   ├── TMPro_Plugin.bundle.meta
│   │   │   └── TMPro_Plugin.dll.meta
│   │   ├── 64 Bit Plugins.meta
│   │   ├── Editor/
│   │   │   └── TextMeshPro-1.0.55.2017.1.0b12-Editor.dll.meta
│   │   ├── Editor.meta
│   │   ├── Runtime DLL/
│   │   │   └── TextMeshPro-1.0.55.2017.1.0b12.dll.meta
│   │   ├── Runtime DLL.meta
│   │   ├── TextMeshPro-1.0.55.2017.1.0b12.dll.meta
│   │   └── vcomp120.dll.meta
│   ├── Plugins.meta
│   ├── Resources/
│   │   ├── Fonts & Materials/
│   │   │   ├── LiberationSans SDF.asset
│   │   │   └── LiberationSans SDF.asset.meta
│   │   ├── Fonts & Materials.meta
│   │   ├── LineBreaking Following Characters.txt
│   │   ├── LineBreaking Following Characters.txt.meta
│   │   ├── LineBreaking Leading Characters.txt
│   │   ├── LineBreaking Leading Characters.txt.meta
│   │   ├── Shaders/
│   │   │   ├── TMP_Bitmap-Mobile.shader
│   │   │   ├── TMP_Bitmap-Mobile.shader.meta
│   │   │   ├── TMP_Bitmap.shader
│   │   │   ├── TMP_Bitmap.shader.meta
│   │   │   ├── TMP_SDF Overlay.shader
│   │   │   ├── TMP_SDF Overlay.shader.meta
│   │   │   ├── TMP_SDF-Mobile Masking.shader
│   │   │   ├── TMP_SDF-Mobile Masking.shader.meta
│   │   │   ├── TMP_SDF-Mobile Overlay.shader
│   │   │   ├── TMP_SDF-Mobile Overlay.shader.meta
│   │   │   ├── TMP_SDF-Mobile.shader
│   │   │   ├── TMP_SDF-Mobile.shader.meta
│   │   │   ├── TMP_SDF-Surface-Mobile.shader
│   │   │   ├── TMP_SDF-Surface-Mobile.shader.meta
│   │   │   ├── TMP_SDF-Surface.shader
│   │   │   ├── TMP_SDF-Surface.shader.meta
│   │   │   ├── TMP_SDF.shader
│   │   │   ├── TMP_SDF.shader.meta
│   │   │   ├── TMP_Sprite.shader
│   │   │   ├── TMP_Sprite.shader.meta
│   │   │   ├── TMPro.cginc
│   │   │   ├── TMPro.cginc.meta
│   │   │   ├── TMPro_Properties.cginc
│   │   │   ├── TMPro_Properties.cginc.meta
│   │   │   ├── TMPro_Surface.cginc
│   │   │   └── TMPro_Surface.cginc.meta
│   │   ├── Shaders.meta
│   │   ├── Sprite Assets/
│   │   │   ├── Default Sprite Asset.asset
│   │   │   ├── Default Sprite Asset.asset.meta
│   │   │   ├── EmojiOne.asset
│   │   │   └── EmojiOne.asset.meta
│   │   ├── Sprite Assets.meta
│   │   ├── Style Sheets/
│   │   │   ├── TMP Default Style Sheet.asset
│   │   │   └── TMP Default Style Sheet.asset.meta
│   │   ├── Style Sheets.meta
│   │   ├── TMP Settings.asset
│   │   └── TMP Settings.asset.meta
│   ├── Resources.meta
│   ├── Sprites/
│   │   ├── Default Sprite Asset.png.meta
│   │   ├── EmojiOne.json
│   │   ├── EmojiOne.json.meta
│   │   └── EmojiOne.png.meta
│   └── Sprites.meta
├── TextMesh Pro.meta
├── Unity/
│   ├── Editor/
│   │   ├── Colors/
│   │   │   ├── Unity Brand Colors.colors
│   │   │   └── Unity Brand Colors.colors.meta
│   │   ├── Colors.meta
│   │   ├── Gradients/
│   │   │   ├── Unity Brand Gradients.gradients
│   │   │   └── Unity Brand Gradients.gradients.meta
│   │   └── Gradients.meta
│   ├── Editor.meta
│   ├── Fonts/
│   │   ├── roboto/
│   │   │   ├── Apache License.txt
│   │   │   ├── Apache License.txt.meta
│   │   │   ├── Roboto-Black.ttf.meta
│   │   │   ├── Roboto-BlackItalic.ttf.meta
│   │   │   ├── Roboto-Bold.ttf.meta
│   │   │   ├── Roboto-BoldItalic.ttf.meta
│   │   │   ├── Roboto-Italic.ttf.meta
│   │   │   ├── Roboto-Light.ttf.meta
│   │   │   ├── Roboto-LightItalic.ttf.meta
│   │   │   ├── Roboto-Medium.ttf.meta
│   │   │   ├── Roboto-MediumItalic.ttf.meta
│   │   │   ├── Roboto-Regular.ttf.meta
│   │   │   ├── Roboto-Thin.ttf.meta
│   │   │   ├── Roboto-ThinItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Bold.ttf.meta
│   │   │   ├── RobotoCondensed-BoldItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Italic.ttf.meta
│   │   │   ├── RobotoCondensed-Light.ttf.meta
│   │   │   ├── RobotoCondensed-LightItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Regular.ttf.meta
│   │   │   ├── SDF/
│   │   │   │   ├── Roboto Symbols SDF.asset
│   │   │   │   ├── Roboto Symbols SDF.asset.meta
│   │   │   │   ├── Roboto-Bold SDF.asset
│   │   │   │   ├── Roboto-Bold SDF.asset.meta
│   │   │   │   ├── Roboto-BoldItalic SDF.asset
│   │   │   │   ├── Roboto-BoldItalic SDF.asset.meta
│   │   │   │   ├── Roboto-Italic SDF.asset
│   │   │   │   ├── Roboto-Italic SDF.asset.meta
│   │   │   │   ├── Roboto-Regular SDF.asset
│   │   │   │   └── Roboto-Regular SDF.asset.meta
│   │   │   └── SDF.meta
│   │   └── roboto.meta
│   ├── Fonts.meta
│   ├── Template Slides/
│   │   ├── Dark Theme/
│   │   │   ├── BulletPointTextLeftAlignment/
│   │   │   │   ├── Slide-BulletPointTextLeftAlignment.unity
│   │   │   │   └── Slide-BulletPointTextLeftAlignment.unity.meta
│   │   │   ├── BulletPointTextLeftAlignment.meta
│   │   │   ├── DataNumberCentral/
│   │   │   │   ├── Slide-DataNumberCentral.unity
│   │   │   │   └── Slide-DataNumberCentral.unity.meta
│   │   │   ├── DataNumberCentral.meta
│   │   │   ├── DataNumbersSideBySide/
│   │   │   │   ├── Slide-DataNumbersSideBySide.unity
│   │   │   │   └── Slide-DataNumbersSideBySide.unity.meta
│   │   │   ├── DataNumbersSideBySide.meta
│   │   │   ├── DeepBlueBG(Blank)/
│   │   │   │   ├── Slide-DeepBlueBG.unity
│   │   │   │   └── Slide-DeepBlueBG.unity.meta
│   │   │   ├── DeepBlueBG(Blank).meta
│   │   │   ├── HalfContentLeft/
│   │   │   │   ├── Slide-HalfContentLeft.unity
│   │   │   │   └── Slide-HalfContentLeft.unity.meta
│   │   │   ├── HalfContentLeft.meta
│   │   │   ├── HeaderCentral/
│   │   │   │   ├── Slide-HeaderCentral.unity
│   │   │   │   └── Slide-HeaderCentral.unity.meta
│   │   │   ├── HeaderCentral.meta
│   │   │   ├── HeaderCentralWithParagraph/
│   │   │   │   ├── Slide-HeaderCentralWithParagraph.unity
│   │   │   │   └── Slide-HeaderCentralWithParagraph.unity.meta
│   │   │   ├── HeaderCentralWithParagraph.meta
│   │   │   ├── LogoCentral/
│   │   │   │   ├── Slide-LogoCentral.unity
│   │   │   │   └── Slide-LogoCentral.unity.meta
│   │   │   ├── LogoCentral.meta
│   │   │   ├── MeshObjectInFrontOfSlide/
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── CubeBehaviour.cs
│   │   │   │   │   └── CubeBehaviour.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Slide-MeshObjectInFrontOfSlide.unity
│   │   │   │   └── Slide-MeshObjectInFrontOfSlide.unity.meta
│   │   │   ├── MeshObjectInFrontOfSlide.meta
│   │   │   ├── ParagraphsSideBySide/
│   │   │   │   ├── Slide-ParagraphsSideBySide.unity
│   │   │   │   └── Slide-ParagraphsSideBySide.unity.meta
│   │   │   ├── ParagraphsSideBySide.meta
│   │   │   ├── PartnerSlide/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── image1.png.meta
│   │   │   │   │   ├── image2.png.meta
│   │   │   │   │   ├── image3.png.meta
│   │   │   │   │   ├── image4.png.meta
│   │   │   │   │   ├── image5.png.meta
│   │   │   │   │   └── image6.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-PartnerSlide.unity
│   │   │   │   └── Slide-PartnerSlide.unity.meta
│   │   │   ├── PartnerSlide.meta
│   │   │   ├── RenderTextureInSlide/
│   │   │   │   ├── Materials/
│   │   │   │   │   ├── CloudySkyboxMat.mat
│   │   │   │   │   ├── CloudySkyboxMat.mat.meta
│   │   │   │   │   ├── PlatformMat.mat
│   │   │   │   │   ├── PlatformMat.mat.meta
│   │   │   │   │   ├── SphereMat.mat
│   │   │   │   │   └── SphereMat.mat.meta
│   │   │   │   ├── Materials.meta
│   │   │   │   ├── PhysicsMaterial/
│   │   │   │   │   ├── Bounce.physicMaterial
│   │   │   │   │   └── Bounce.physicMaterial.meta
│   │   │   │   ├── PhysicsMaterial.meta
│   │   │   │   ├── RenderTextures/
│   │   │   │   │   ├── RenderTextureExample.renderTexture
│   │   │   │   │   └── RenderTextureExample.renderTexture.meta
│   │   │   │   ├── RenderTextures.meta
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── BounceSphereBehaviour.cs
│   │   │   │   │   ├── BounceSphereBehaviour.cs.meta
│   │   │   │   │   ├── DirectionalLightBehaviour.cs
│   │   │   │   │   └── DirectionalLightBehaviour.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Slide-RenderTextureInSlide/
│   │   │   │   │   ├── LightingData.asset
│   │   │   │   │   ├── LightingData.asset.meta
│   │   │   │   │   ├── ReflectionProbe-0.exr
│   │   │   │   │   └── ReflectionProbe-0.exr.meta
│   │   │   │   ├── Slide-RenderTextureInSlide.meta
│   │   │   │   ├── Slide-RenderTextureInSlide.unity
│   │   │   │   ├── Slide-RenderTextureInSlide.unity.meta
│   │   │   │   ├── Textures/
│   │   │   │   │   └── CloudyCubemap.jpg.meta
│   │   │   │   └── Textures.meta
│   │   │   ├── RenderTextureInSlide.meta
│   │   │   ├── ServicesIn3Column/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── Logo-Flag.png.meta
│   │   │   │   │   ├── Logo-Nodes.png.meta
│   │   │   │   │   └── Logo-Sheets.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-ServicesIn3Columns.unity
│   │   │   │   └── Slide-ServicesIn3Columns.unity.meta
│   │   │   ├── ServicesIn3Column.meta
│   │   │   ├── UnityColorBG/
│   │   │   │   ├── Images/
│   │   │   │   │   └── UnityColorBG.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-UnityColorBG.unity
│   │   │   │   └── Slide-UnityColorBG.unity.meta
│   │   │   ├── UnityColorBG.meta
│   │   │   ├── VerticalAboveServicesAnd3Rows/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── Logo-Connection.png.meta
│   │   │   │   │   ├── Logo-HandBag.png.meta
│   │   │   │   │   └── Logo-Networking.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-ServicesSlide.unity
│   │   │   │   └── Slide-ServicesSlide.unity.meta
│   │   │   └── VerticalAboveServicesAnd3Rows.meta
│   │   ├── Dark Theme.meta
│   │   ├── Light Theme/
│   │   │   ├── BulletPointTextLeftAlignment/
│   │   │   │   ├── Slide-BulletPointTextLeftAlignment.unity
│   │   │   │   └── Slide-BulletPointTextLeftAlignment.unity.meta
│   │   │   ├── BulletPointTextLeftAlignment.meta
│   │   │   ├── HeaderCentral/
│   │   │   │   ├── Slide-HeaderCentral.unity
│   │   │   │   └── Slide-HeaderCentral.unity.meta
│   │   │   ├── HeaderCentral.meta
│   │   │   ├── ParagraphsSideBySide/
│   │   │   │   ├── Slide-ParagraphsSideBySide.unity
│   │   │   │   └── Slide-ParagraphsSideBySide.unity.meta
│   │   │   └── ParagraphsSideBySide.meta
│   │   ├── Light Theme.meta
│   │   ├── Unite Austin/
│   │   │   ├── Scenes/
│   │   │   │   ├── About Me.unity
│   │   │   │   ├── About Me.unity.meta
│   │   │   │   ├── Big Section (black).unity
│   │   │   │   ├── Big Section (black).unity.meta
│   │   │   │   ├── Big Section.unity
│   │   │   │   ├── Big Section.unity.meta
│   │   │   │   ├── Content Image.unity
│   │   │   │   ├── Content Image.unity.meta
│   │   │   │   ├── Content.unity
│   │   │   │   ├── Content.unity.meta
│   │   │   │   ├── Empty.unity
│   │   │   │   ├── Empty.unity.meta
│   │   │   │   ├── Intro.unity
│   │   │   │   ├── Intro.unity.meta
│   │   │   │   ├── Last.unity
│   │   │   │   ├── Last.unity.meta
│   │   │   │   ├── Small Section (black).unity
│   │   │   │   ├── Small Section (black).unity.meta
│   │   │   │   ├── Small Section.unity
│   │   │   │   ├── Small Section.unity.meta
│   │   │   │   ├── Title.unity
│   │   │   │   └── Title.unity.meta
│   │   │   ├── Scenes.meta
│   │   │   ├── Textures/
│   │   │   │   ├── grumpy.jpg.meta
│   │   │   │   ├── img.jpg.meta
│   │   │   │   ├── logo.png.meta
│   │   │   │   ├── logo2.png.meta
│   │   │   │   └── salad.png.meta
│   │   │   ├── Textures.meta
│   │   │   ├── Unite Austin.asset
│   │   │   └── Unite Austin.asset.meta
│   │   ├── Unite Austin.meta
│   │   ├── _SharedRecources/
│   │   │   ├── Images/
│   │   │   │   ├── UnityLogo (black).png.meta
│   │   │   │   ├── UnityLogo.png.meta
│   │   │   │   ├── UnityLogoHD (black).png.meta
│   │   │   │   └── UnityLogoHD.png.meta
│   │   │   ├── Images.meta
│   │   │   ├── Materials/
│   │   │   │   ├── BrandedGradientFont.mat
│   │   │   │   └── BrandedGradientFont.mat.meta
│   │   │   ├── Materials.meta
│   │   │   ├── Scripts/
│   │   │   │   ├── TextGradientVertexColoring.cs
│   │   │   │   └── TextGradientVertexColoring.cs.meta
│   │   │   └── Scripts.meta
│   │   └── _SharedRecources.meta
│   ├── Template Slides.meta
│   ├── Unity Sample Presentation (Dark).asset
│   └── Unity Sample Presentation (Dark).asset.meta
└── Unity.meta

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
*.DS_Store
.Spotlight-V100
.Trashes
[Tt]humbs.db
 
/Temp/
/Obj/
/UnityGenerated/
/Library/
/Build*/
 
ExportedObj/
*.svd
*.userprefs
*.csproj
*.pidb
*.suo
*.sln
*.user
*.unityproj
*.booproj
*.pdb
*.mdb
 
_ReSharper*
/Assets/UnityVS*
/.vscode
/Assets/VSCode*

/Assets/Presentation/Editor/Properties.asset*
/ProjectSettings/EditorBuildSettings.asset

================================================
FILE: Editor/Inspectors/SlideDeckEditor.cs
================================================
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System;
using Unity.Presentation.Utils;

namespace Unity.Presentation.Inspectors
{
    /// <summary>
    /// Custom editor for SlideDeck asset, also used in PresentationWindow.
    /// </summary>
    [CustomEditor(typeof(SlideDeck))]
    public class SlideDeckEditor : Editor
    {

#region Styles

        private class Styles
        {
            public readonly GUIContent TEXT_OPTIONS = new GUIContent("Options");
            public readonly GUIContent TEXT_BG_COLOR = new GUIContent("Background", "Background color of all slides in the presentation.");

            public readonly int ELEMENT_HEIGHT = 20;
            public readonly int SCROLLBAR_WIDTH = 16;

            public readonly Color SELECTED_COLOR = new Color(1, 0, 0);
            public readonly Color INACTIVE_COLOR = new Color(1, 1, 1, .2f);
            public readonly Color INVISIBLE_COLOR = new Color(0, 0, 0, .3f);

            public readonly GUIContent VISIBLE_ICON = new GUIContent(EditorGUIUtility.IconContent("animationvisibilitytoggleon"));
            public readonly GUIContent PLAYMODE_ICON = new GUIContent(EditorGUIUtility.IconContent("PlayButton"));
            public readonly GUIContent PLAY_ICON = new GUIContent(EditorGUIUtility.IconContent("PlayButton"));

            public readonly GUIStyle ICON = new GUIStyle();
            public readonly GUIStyle BG = new GUIStyle("RL Element");
            public readonly GUIStyle BG_INVISIBLE = new GUIStyle("RL Element");
            public readonly GUIStyle BG_SELECTED = new GUIStyle("RL Element");
            public readonly GUIStyle PLAY_BUTTON = new GUIStyle("MiniButton");

            public Styles()
            {
                ICON.fixedWidth = 12;
                ICON.alignment = TextAnchor.MiddleLeft;

                BG_INVISIBLE.normal.background = EditorGUIUtility.LoadRequired("ro_unselected_l") as Texture2D;
                BG_SELECTED.normal.background = EditorGUIUtility.LoadRequired("ro_unselected_l") as Texture2D;

                PLAY_BUTTON.fixedWidth = 20;
                PLAY_BUTTON.fixedHeight = ELEMENT_HEIGHT - 4;

                VISIBLE_ICON.tooltip = "Sets if the slide is visible.";
                PLAYMODE_ICON.tooltip = "Sets if the slide should start in Play Mode.";
                PLAY_ICON.tooltip = "Start Presentation from this slide.";
            }
        }

#endregion

#region Private variables

        private static Styles styles;

        // Reorderable list cache.
        private static Dictionary<string, ReorderableList> lists = new Dictionary<string, ReorderableList>();
        private SlideDeck instance;
        private float scroll;

#endregion

#region Static methods

        /// <summary>
        /// Draws inspector for a Slide Deck.
        /// </summary>
        /// <param name="deck">Slide Deck to draw.</param>
        /// <param name="scroll">Current vertical scroll value.</param>
        /// <param name="shouldSelect">A function which returns if the current slide should be selected.</param>
        /// <param name="onPlayPress">A function called when "Play" button of a slide is pressed.</param>
        /// <returns>Current vertical scroll value.</returns>
        public static float DrawInspector(SlideDeck deck, float scroll, Func<SlideDeck, int, bool> shouldSelect = null, Action<SlideDeck, int> onPlayPress = null)
        {
            if (styles == null) styles = new Styles();

            ReorderableList list;
            var key = deck.GetInstanceID() + "#" + (shouldSelect != null) + "#" + (onPlayPress != null);
            if (!lists.TryGetValue(key, out list))
            {
                // Init a ReorderableList for the deck and cache it.
                list = new ReorderableList(deck.Slides, typeof(PresentationSlide), true, true, true, true);
                lists.Add(key, list);

                list.onChangedCallback += (l) =>
                {
//					deck.Save();
                };

                list.drawHeaderCallback += (Rect rect) => GUI.Label(rect, deck.IsSavedOnDisk ? deck.Name + ".asset" : "<not saved>");

                list.elementHeightCallback += (int index) => styles.ELEMENT_HEIGHT;

                list.drawElementBackgroundCallback += (Rect rect, int index, bool isActive, bool isFocused) =>
                {
                    if (Event.current.type == EventType.repaint)
                    {
                        if (index < 0) return;

                        var bgcolor = GUI.backgroundColor;
                        var slide = deck.Slides[index];

                        if (shouldSelect != null && shouldSelect(deck, index))
                        {
                            GUI.backgroundColor = styles.SELECTED_COLOR;
                            rect.height += 3;
                            styles.BG_SELECTED.Draw(rect, false, isActive, isActive, isFocused);
                        }
                        else
                        if (slide.Visible || isFocused)
                        {
                            styles.BG.Draw(rect, false, isActive, isActive, isFocused);
                        }
                        else
                        {
                            GUI.backgroundColor = styles.INVISIBLE_COLOR;
                            rect.height += 3;
                            styles.BG_INVISIBLE.Draw(rect, false, isActive, isActive, isFocused);
                        }
                        GUI.backgroundColor = bgcolor;
                    }
                };

                list.drawElementCallback += (Rect rect, int index, bool isActive, bool isFocused) =>
                {
                    var changed = false;
                    var color = GUI.color;
                    var slide = deck.Slides[index];

                    // visible
                    EditorGUI.BeginChangeCheck();
                    if (!slide.Visible) GUI.color = styles.INACTIVE_COLOR;
                    var newVisible = GUI.Toggle(
                                         new Rect(rect.x, rect.y, styles.ICON.fixedWidth, rect.height), slide.Visible, styles.VISIBLE_ICON, styles.ICON);
                    if (EditorGUI.EndChangeCheck())
                    {
                        slide.Visible = newVisible;
                        changed = true;
                    }
                    GUI.color = color;
                    rect.x += styles.ICON.fixedWidth;

                    // play mode
                    EditorGUI.BeginChangeCheck();
                    if (!slide.StartInPlayMode) GUI.color = styles.INACTIVE_COLOR;
                    var newPlaymode = GUI.Toggle(
                                          new Rect(rect.x, rect.y, styles.ICON.fixedWidth, rect.height), slide.StartInPlayMode, styles.PLAYMODE_ICON, styles.ICON);
                    if (EditorGUI.EndChangeCheck())
                    {
                        slide.StartInPlayMode = newPlaymode;
                        changed = true;
                    }
                    GUI.color = color;
                    rect.x += styles.ICON.fixedWidth;

                    // scene
                    var w = rect.width - styles.ICON.fixedWidth * 2;
                    if (onPlayPress != null) w -= styles.PLAY_BUTTON.fixedWidth + 6;
                    var scene = AssetDatabase.LoadAssetAtPath<SceneAsset>(slide.ScenePath);
                    EditorGUI.BeginChangeCheck();
                    var newScene = EditorGUI.ObjectField(new Rect(rect.x, rect.y + 2, w, rect.height - 4), scene, typeof(SceneAsset), false) as SceneAsset;
                    if (EditorGUI.EndChangeCheck())
                    {
                        slide.Scene = newScene;
                        changed = true;
                    }
                    rect.x += w + 6;

                    if (onPlayPress != null)
                    {
                        rect.y += 2;
                        if (GUI.Button(rect, styles.PLAY_ICON, styles.PLAY_BUTTON))
                        {
                            onPlayPress(deck, index);
                        }
                    }

                    if (changed) deck.Save();
                };
            }

            scroll = EditorGUILayout.BeginScrollView(new Vector2(0, scroll), false, false, GUILayout.ExpandWidth(true), GUILayout.ExpandHeight(true)).y;
            var r = GUILayoutUtility.GetRect(0, list.GetHeight() + 20);
            list.DoList(r);

            var propsName = "presentation_" + deck.name + "_options";
            var showOptions = EditorPrefs.GetBool(propsName, false);
            showOptions = GUIElements.Header(styles.TEXT_OPTIONS, showOptions);
            if (showOptions)
            {
                EditorGUI.indentLevel++;
                deck.BackgroundColor = EditorGUILayout.ColorField(styles.TEXT_BG_COLOR, deck.BackgroundColor, true, false, false, new ColorPickerHDRConfig(0, 1, 0, 1), GUILayout.ExpandWidth(true));
                EditorGUI.indentLevel--;
            }
            EditorPrefs.SetBool(propsName, showOptions);
            EditorGUILayout.EndScrollView();

            return scroll;
        }

#endregion

#region Unity callbacks

        private void OnEnable()
        {
            instance = target as SlideDeck;
        }

        public override void OnInspectorGUI()
        {
            if (GUILayout.Button("Load This Slide Deck"))
            {
                Engine.Instance.LoadDeck(instance);
            }

            scroll = DrawInspector(instance, scroll);
        }

#endregion
    }
}

================================================
FILE: Editor/Inspectors/SlideDeckEditor.cs.meta
================================================
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================================================
FILE: Editor/Inspectors.meta
================================================
fileFormatVersion: 2
guid: 3272b5f05d16447b98a0a3d61daf2c82
folderAsset: yes
timeCreated: 1485138826
licenseType: Pro
DefaultImporter:
  userData: 
  assetBundleName: 
  assetBundleVariant: 


================================================
FILE: Editor/PresentationWindow.cs
================================================
using UnityEngine;
using UnityEditor;
using UnityEditorInternal;
using System.Collections.Generic;
using UnityEditor.SceneManagement;
using UnityEngine.SceneManagement;
using System;
using Unity.Presentation.Inspectors;
using Unity.Presentation.Utils;

namespace Unity.Presentation
{
    /// <summary>
    /// Presentation configuration window.
    /// To open this window go to Window > Presentation in the editor.
    /// </summary>
    public class PresentationWindow : EditorWindow
    {
#region Styles

        /// <summary>
        /// Window styles.
        /// </summary>
        private class Styles
        {
            public readonly Color SELECTED_COLOR = new Color(1, 0, 0);

            public readonly GUIStyle BUTTON = new GUIStyle("CommandMid");
            public readonly GUIStyle BUTTONS_LEFT = new GUIStyle("CommandLeft");
            public readonly GUIStyle BUTTONS_MID = new GUIStyle("CommandMid");
            public readonly GUIStyle BUTTONS_RIGHT = new GUIStyle("CommandRight");
            public readonly GUIStyle NAME = new GUIStyle();

            public readonly GUIContent TEXT_NEW = new GUIContent("New", "Create new Presentation");
            public readonly GUIContent TEXT_LOAD = new GUIContent("Load", "Load Presentation from disk");
            public readonly GUIContent TEXT_SAVE = new GUIContent("Save", "Save Presentation to disk");
            public readonly GUIContent TEXT_BUILD = new GUIContent("Build", "Build Standalone Presentation for selected platform");
            public readonly GUIContent TEXT_PREV = new GUIContent("<<", "Go to the previous slide");
            public readonly GUIContent TEXT_FROM_BEGINNING = new GUIContent("> B", "Start Presentation from the first slide");
            public readonly GUIContent TEXT_STOP = new GUIContent("Stop", "Stop Presentation");
            public readonly GUIContent TEXT_NEXT = new GUIContent(">>", "Go to the next slide");

            public Styles()
            {
                var c = new GUIStyle("Command");

                BUTTON.fontSize = 9;
                // GUIStyle("Command") doesn't display text.
                BUTTON.normal.background = c.normal.background;
                BUTTON.active.background = c.active.background;
                BUTTONS_LEFT.fontSize = 9;
                BUTTONS_MID.fontSize = 9;
                BUTTONS_RIGHT.fontSize = 9;

                NAME.padding = new RectOffset(5, 0, 0, 0);
                NAME.fontStyle = FontStyle.Bold;
                NAME.alignment = TextAnchor.MiddleLeft;
                NAME.fixedHeight = BUTTONS_LEFT.fixedHeight + 4;
            }
        }

#endregion

#region Static methods

        /// <summary>
        /// Shows the window.
        /// </summary>
        [MenuItem("Window/Presentation")]
        public static void ShowWindow()
        {
            var wnd = EditorWindow.CreateInstance<PresentationWindow>();
            wnd.titleContent = new GUIContent("Presentation");
            wnd.Show();
        }

#endregion

#region Private variables

        /// <summary>
        /// Window styles.
        /// </summary>
        private static Styles styles;

        /// <summary>
        /// Properties ScriptableObject.
        /// </summary>
        private Properties props;

        /// <summary>
        /// Main presentation engine ScriptableObject.
        /// </summary>
        private Engine engine;

        /// <summary>
        /// Scroll position for slide list.
        /// </summary>
        private float scroll;

        /// <summary>
        /// Whether the window is currently focused.
        /// </summary>
        private bool focused;

#endregion

#region Unity callbacks

        private void OnEnable()
        {
            engine = Engine.Instance;
            props = Properties.Instance;

            engine.SlideChanged += slideChangedHandler; 
            EditorApplication.playmodeStateChanged += playmodeChangeHandler;

            this.minSize = new Vector2(300, 300);
        }

        private void OnFocus()
        {
            // Going into play mode.
            if (EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying) return;
            focused = true;
        }

        private void OnLostFocus()
        {
            // Going into play mode.
            if (EditorApplication.isPlayingOrWillChangePlaymode && !EditorApplication.isPlaying) return;
            focused = false;
        }

        private void OnGUI()
        {
            if (styles == null) styles = new Styles();

            // Get next/previous slide events if the window is focused.
            if (Event.current.type == EventType.KeyUp)
            {
                if (Event.current.keyCode == props.PreviousSlide)
                {
                    engine.PreviousSlide();
                    Event.current.Use();
                }
                else
                if (Event.current.keyCode == props.NextSlide)
                {
                    engine.NextSlide();
                    Event.current.Use();
                }
            }
            else
            {
                var shouldBuild = false;
                var bgcolor = GUI.backgroundColor;
                var deck = engine.SlideDeck;

                EditorGUILayout.BeginHorizontal();
                if (engine.IsPresenting) GUI.enabled = false;
                if (GUILayout.Button(styles.TEXT_NEW, styles.BUTTONS_LEFT))
                {
                    engine.NewDeck();
                }
                if (GUILayout.Button(styles.TEXT_LOAD, styles.BUTTONS_MID))
                {
                    engine.LoadDeck();
                }
                if (GUILayout.Button(styles.TEXT_SAVE, styles.BUTTONS_RIGHT))
                {
                    deck.Save(true);
                }
                if (GUILayout.Button(styles.TEXT_BUILD, styles.BUTTON))
                {
                    shouldBuild = true;
                }
                GUI.enabled = true;

                GUILayout.Label(GUIContent.none, GUILayout.ExpandWidth(true));

                if (engine.IsPresenting) GUI.backgroundColor = styles.SELECTED_COLOR;
                if (!engine.IsPresenting) GUI.enabled = false;
                if (GUILayout.Button(styles.TEXT_PREV, styles.BUTTONS_LEFT))
                {
                    if (!engine.IsBusy) engine.PreviousSlide();
                }
                GUI.enabled = true;
                if (GUILayout.Button(engine.IsPresenting ? styles.TEXT_STOP : styles.TEXT_FROM_BEGINNING, styles.BUTTONS_MID))
                {
                    if (engine.IsPresenting)
                    {
                        engine.StopPresentation();
                    }
                    else
                    {
                        engine.StartPresentation();
                    }
                }
                if (!engine.IsPresenting) GUI.enabled = false;
                if (GUILayout.Button(styles.TEXT_NEXT, styles.BUTTONS_RIGHT))
                {
                    if (!engine.IsBusy) engine.NextSlide();
                }
                GUI.enabled = true;
                GUI.backgroundColor = bgcolor;
                EditorGUILayout.EndHorizontal();

                EditorGUILayout.Space();

                // Slides list.
                scroll = SlideDeckEditor.DrawInspector(deck, scroll, shouldSelect, itemPlayHandler);

                if (shouldBuild)
                {
                    EditorUtils.BuildPresentation(deck);
                }
            }
        }

#endregion

#region Private functions

        private bool shouldSelect(SlideDeck deck, int index)
        {
            if (engine.SlideDeck != deck) return false;
            if (!engine.IsPresenting) return false;
            return engine.CurrentSlideId == index;
        }

#endregion

#region Event handlers

        private void itemPlayHandler(SlideDeck deck, int index)
        {
            if (engine.SlideDeck != deck) return;
            if (engine.IsPresenting) engine.GotoSlide(index);
            else engine.StartPresentation(index);
        }

        private void slideChangedHandler(object sender, SlideEventArgs e)
        {
            Repaint();
        }

        private void playmodeChangeHandler()
        {
            if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
            {
                // Went out of Play Mode. If we had focus, need to refocus the window.
                if (focused) Focus();
            } 
        }

#endregion

    }
}

================================================
FILE: Editor/PresentationWindow.cs.meta
================================================
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================================================
FILE: Editor/Utils/EditorUtils.cs
================================================
using UnityEngine;
using UnityEditor;
using UnityEditor.SceneManagement;
using Unity.Presentation.Behaviors;
using System;
using System.IO;

namespace Unity.Presentation.Utils
{
    /// <summary>
    /// Editor-only utility methods.
    /// </summary>
    public static class EditorUtils
    {
        /// <summary>
        /// Builds presentation deck as a standalone application.
        /// </summary>
        /// <param name="deck">Slide Deck to build.</param>
        public static void BuildPresentation(SlideDeck deck)
        {
            string path = EditorUtility.SaveFolderPanel("Choose Location of the Presentation build", "", "");
            if (string.IsNullOrEmpty(path)) return;

            updateLoaderScene(deck);
            deck.PrepareSlidesForBuild();

            var scenes = SceneUtils.GetBuildScenes(deck, SlideDeck.PlayModeType.PlayMode, SlideDeck.VisibilityType.Visible);
            scenes.Insert(0, new EditorBuildSettingsScene(SceneUtils.LoaderScenePath, true));

            var options = BuildOptions.ShowBuiltPlayer;
            if (EditorUserBuildSettings.development) options |= BuildOptions.Development;
            if (EditorUserBuildSettings.connectProfiler) options |= BuildOptions.ConnectWithProfiler;
            if (EditorUserBuildSettings.allowDebugging) options |= BuildOptions.AllowDebugging;

            try
            {
                string name;
                switch (EditorUserBuildSettings.activeBuildTarget)
                {
                    case BuildTarget.StandaloneWindows:
                    case BuildTarget.StandaloneWindows64:
                        name = "Presentation.exe";
                        break;
                    default:
                        name = "Presentation";
                        break;
                }
                BuildPipeline.BuildPlayer(scenes.ToArray(), Path.Combine(path, name), EditorUserBuildSettings.activeBuildTarget, options);
            }
            catch (Exception e)
            {
                Debug.Log(e.Message);
            }
        }

        /// <summary>
        /// Updates Loader scene parameters to run the deck on start.
        /// </summary>
        /// <param name="deck">Slide Deck to use.</param>
        private static void updateLoaderScene(SlideDeck deck)
        {
            var sceneSetup = EditorSceneManager.GetSceneManagerSetup();
            var scene = EditorSceneManager.OpenScene(SceneUtils.LoaderScenePath, OpenSceneMode.Single);
            var loader = GameObject.FindObjectOfType<Loader>() as Loader;
            if (loader == null)
            {
                Debug.LogError("Failed to update Loader scene. Can't find Loader script");
                return;
            }

            var so = new SerializedObject(loader);
            so.Update();

            // Set properties.
            var prop = so.FindProperty("Properties");
            prop.objectReferenceValue = Properties.Instance;
            var d = so.FindProperty("Deck");
            d.objectReferenceValue = deck;

            so.ApplyModifiedProperties();

            EditorSceneManager.SaveScene(scene);
            EditorSceneManager.RestoreSceneManagerSetup(sceneSetup);
        }
    }
}

================================================
FILE: Editor/Utils/EditorUtils.cs.meta
================================================
fileFormatVersion: 2
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licenseType: Pro
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  executionOrder: 0
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================================================
FILE: Editor/Utils/GUIElements.cs
================================================
using UnityEngine;

namespace Unity.Presentation.Utils
{
    /// <summary>
    /// GUI styles and elements.
    /// </summary>
    internal static class GUIElements
    {
        public static GUIStyle HeaderStyle;
        public static GUIStyle HeaderCheckbox;
        public static GUIStyle HeaderFoldout;

        static GUIElements()
        {
            HeaderStyle = new GUIStyle("ShurikenModuleTitle") {
                font = (new GUIStyle("Label")).font,
                border = new RectOffset(15, 7, 4, 4),
                fixedHeight = 22,
                contentOffset = new Vector2(20f, -2f),
            };

            HeaderCheckbox = new GUIStyle("ShurikenCheckMark");
            HeaderFoldout = new GUIStyle("Foldout");
        }

        /// <summary>
        /// Draws a minimizable foldout header.
        /// </summary>
        /// <param name="title">Title.</param>
        /// <param name="expanded">If the foldout is expanded.</param>
        /// <returns>If the foldout is expanded.</returns>
        public static bool Header(GUIContent title, bool expanded)
        {
            var rect = GUILayoutUtility.GetRect(16f, 22f, HeaderStyle);
            GUI.Box(rect, title, HeaderStyle);

            var foldoutRect = new Rect(rect.x + 4f, rect.y + 3f, 13f, 13f);
            var e = Event.current;

            if (e.type == EventType.Repaint)
            {
                HeaderFoldout.Draw(foldoutRect, false, false, expanded, false);
            }

            if (e.type == EventType.MouseDown)
            {
                if (rect.Contains(e.mousePosition))
                {
                    expanded = !expanded;
                    e.Use();
                }
            }

            return expanded;
        }
    }
}


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FILE: README.md
================================================
# Presentation Project (Unity)
No need to switch to Power Point anymore.

## Description
This is an Editor extension for making and presenting slide decks in Unity. It allows you to easily mix static slides with interactive slides and in-editor demonstrations. Each slide is a Unity Scene which can work in or outside of Play Mode.

**Supported Unity versions**: 5.5+ (though, should work in 5.3+)

## What it is for
The original idea most likely was by [Andy Touch](https://twitter.com/andytouch), Unity Evangelist. He likes showing Unity features in the actual Editor, not on boring Power Point slides. But when showing a presentation about Unity you usually have to have a few static slides in Power Point or Keynote, even if you switch to a live demo later. This sometimes results in video capture errors and Unity crashing (which is a great way to entertain the audience!).

This project allows you to build a full presentation in Unity and never leave it. 

**You can:**

1. Show a few static slides and move to live demo without switching applications.
1. Show in-editor features.
1. Use Unity UI to design slides.
1. Make interactive slides (there are examples in the sample presentation).
1. Even load whole games as slides!
1. ... and more!

## Getting started
1. Download the project.
1. Open Presentation Window from Window > Presentation menu.
1. Locate the sample Slide Deck in Presentation > Unity folder. It is called **Unity Sample Presentation**.
1. Select it and click **Load This Slide Deck** button in the Inspector.
1. Press **[> B]** button in the top right corner of the Presentation Window.
1. Use Left and Right arrows on your keyboard or **[<<]** and **[>>]** buttons in the top right corner of the Presentation Window to switch slides.

## How it works
A Slide Deck is an asset in the Project. It consists of slides with the following properties:

1. Scene to load,
1. Visibility (will be skipped when presenting if not visible),
1. If this slide should switch to Play Mode.

You can create one with the **[New]** button in the Presentation Window and save it on disk with  **[Save]** button.

Slides in the editor interface have the following control elements:

1. Handler to drag it up and down,
1. Button with "eye" icon switches visibility,
1. Button with "play" icon controls if this slide should go to Play Mode,
1. Object field for the scene to load,
1. Button with "play" icon which starts presentation from this slide or jumps to the slide if already presenting.

## Controls
**Right Arrow** — next slide,
**Left Arrow** — previous slide,
**Shift + Space** — maximize/minimize Game View (works when Game View is selected).

## Slide scene structure
If you check the demo Slide Deck you will see that slide scenes all have the same naming convention. This will later be used for transition effects and compatibility.

## TODO
1. Proper fullscreen.
1. Some way to export slides to more common formats (PNGs, PDF, PPT) when one is unable to run Unity during a presentation.
1. Better slide list interface.

## Known issues
1. When fast switching between slides sometimes two slides can be loaded at once.

## Authors
The original project was made by Valentin Simonov, Andy Touch, Rus Scammel and Adam Buckner.


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FILE: Scripts/Behaviours/Empty.cs
================================================
using UnityEngine;

namespace Unity.Presentation.Behaviours
{
    [ExecuteInEditMode]
    public class Empty : MonoBehaviour
    {
        private void Awake()
        {
            var deck = Engine.Instance.SlideDeck;
            if (deck == null) return;
            GetComponent<Camera>().backgroundColor = deck.BackgroundColor;
        }
    }
}

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FILE: Scripts/Behaviours/Loader.cs
================================================
using UnityEngine;

namespace Unity.Presentation.Behaviors
{
    /// <summary>
    /// This component starts the engine in standalone presentation.
    /// </summary>
    public class Loader : MonoBehaviour
    {
        /// <summary>
        /// Link to Properties asset.
        /// </summary>
        public Properties Properties;

        /// <summary>
        /// Link to Slide Deck asset.
        /// </summary>
        public SlideDeck Deck;

        private void Start()
        {
            Engine.Instance.LoadDeck(Deck);
            Engine.Instance.StartPresentation();
        }
    }
}

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================================================
FILE: Scripts/Behaviours/PresentationHelper.cs
================================================
using UnityEngine;
using System;

#if UNITY_EDITOR
using UnityEditor;
using Unity.Presentation.Utils;
using Unity.Presentation.EditorOnly;
#endif

namespace Unity.Presentation.Behaviors
{
    /// <summary>
    /// Helper behavior instantiated to slide scenes which forwards Game View events to <see cref="Unity.Presentation.Engine"/>.
    /// </summary>
    [ExecuteInEditMode]
    public class PresentationHelper : MonoBehaviour
    {
#region Events

        /// <summary>
        /// Previous slide event.
        /// </summary>
        public event EventHandler Previous;

        /// <summary>
        /// Next slide event.
        /// </summary>
        public event EventHandler Next;

        /// <summary>
        /// Frame event.
        /// </summary>
        public event EventHandler Frame;

#endregion

#region Public properties/fields.

        /// <summary>
        /// Previous slide key binding.
        /// </summary>
        [HideInInspector]
        public KeyCode PreviousSlide = KeyCode.LeftArrow;

        /// <summary>
        /// Next slide key binding.
        /// </summary>
        [HideInInspector]
        public KeyCode NextSlide = KeyCode.RightArrow;

#endregion

#region Private variables

#if UNITY_EDITOR
        private GameView gameView;
#endif

#endregion

#region Unity callbacks

        private void OnEnable()
        {
#if UNITY_EDITOR
            gameView = GameView.Instance;
#endif
        }

        private void Update()
        {
            if (Frame != null) Frame(this, EventArgs.Empty);

            keyHandled = false;
        }
			
        // Getting double EventType.KeyUp events in Standalone Player.
        // This hack is here to make sure that we handle it only once.
        private bool keyHandled = false;

        private void OnGUI()
        {
            if (Event.current.type == EventType.KeyUp && !keyHandled)
            {
                keyHandled = true;
                if (Event.current.keyCode == PreviousSlide && Previous != null) 
                {
                    Event.current.Use();
                    Previous(this, EventArgs.Empty);
                }
                else if (Event.current.keyCode == NextSlide && Next != null) 
                {
                    Event.current.Use();
                    Next(this, EventArgs.Empty);
                }
                else if (Event.current.keyCode == KeyCode.Space && Event.current.shift)
                {
#if UNITY_EDITOR
                    if (Application.isPlaying)
                    {
                        if (gameView.IsMaximized || gameView.IsFullscreen)
                            gameView.SetNormal();
                        else
                        {
                            if (Event.current.control || Event.current.command)
                                gameView.SetFullscreen();
                            else
                                gameView.SetMaximized();
                        }
                    }
                    else
                    {
                        if (gameView.IsFullscreen)
                            gameView.SetNormal();
                        else if (Event.current.control || Event.current.command)
                            gameView.SetFullscreen();
                    }
#endif
                } 
#if !UNITY_EDITOR
                else if (Event.current.keyCode == KeyCode.Escape)
                {
                    Application.Quit();
                }
#endif
            }
        }

        private void OnDestroy()
        {
            Previous = null;
            Next = null;
            Frame = null;
        }

#endregion
    }
}

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================================================
FILE: Scripts/EditorOnly/GameView.cs
================================================
#if UNITY_EDITOR

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Unity.Presentation.Utils;
using System.Reflection;

namespace Unity.Presentation.EditorOnly
{
    /// <summary>
    /// The singleton abstracting internal methods of GameView.
    /// </summary>
    public class GameView : ScriptableObject
    {

#region Consts

        /// <summary>
        /// Mac top menu height.
        /// </summary>
        private const int MENU_HEIGHT = 22;

        /// <summary>
        /// GameView state.
        /// </summary>
        private enum State
        {
            Normal,
            Maximized,
            Fullscreen
        }

#endregion

#region Public properties

        /// <summary>
        /// GameView singleton instance.
        /// </summary>
        public static GameView Instance
        {
            get
            {
                if (instance == null)
                {
                    var objs = Resources.FindObjectsOfTypeAll<GameView>();
                    if (objs.Length > 0) instance = objs[0];
                    else
                    {
                        instance = CreateInstance<GameView>();
                        instance.hideFlags = HideFlags.HideAndDontSave;
                    }
                }
                return instance;
            }
        }

        /// <summary>
        /// Gets a value indicating whether this instance is maximized.
        /// </summary>
        public bool IsMaximized
        {
            get
            {
                return state == State.Maximized;
            }
        }

        /// <summary>
        /// Gets a value indicating whether this instance is fullscreen.
        /// </summary>
        public bool IsFullscreen
        {
            get
            {
                return state == State.Fullscreen;
            }
        }

#endregion

#region Private variables

        private static GameView instance;

        private MethodInfo EditorApplication_globalEventHandler;
        private System.Type GameViewType;
        private System.Type WindowLayout;
        private MethodInfo WindowLayout_FindEditorWindowOfType;
        private MethodInfo WindowLayout_IsMaximized;
        private MethodInfo WindowLayout_Maximize;
        private MethodInfo WindowLayout_Unmaximize;

        private State state = State.Normal;

        private EditorWindow fullscreenGameView;

#endregion

#region Public methods

        /// <summary>
        /// Sets GameView into normal state.
        /// </summary>
        public void SetNormal()
        {
            if (state == State.Maximized)
            {
                var gameView = getGameView();
                if (gameView != null && isMaximized(gameView)) WindowLayout_Unmaximize.Invoke(null, new object[]{ gameView });
            }
            else if (state == State.Fullscreen)
            {
                if (fullscreenGameView == null) return;
                fullscreenGameView.Close();
                fullscreenGameView = null;
            }
            state = State.Normal;
        }

        /// <summary>
        /// Sets GameView into maximized state.
        /// </summary>
        public void SetMaximized()
        {
            if (state != State.Normal) return;

            WindowLayout_Maximize.Invoke(null, new object[]{ getGameView() });
            state = State.Maximized;
        }

        /// <summary>
        /// Sets GameView int fullscreen state.
        /// </summary>
        public void SetFullscreen()
        {
            if (state != State.Normal) return;

            if (fullscreenGameView == null)
            {
                fullscreenGameView = (EditorWindow)ScriptableObject.CreateInstance(GameViewType);
                fullscreenGameView.name = "fullscreen";
            }

            fullscreenGameView.Show();
            fullscreenGameView.Focus();

            var res = Screen.currentResolution;
            var size = new Vector2(res.width, res.height + MENU_HEIGHT);
            fullscreenGameView.minSize = fullscreenGameView.maxSize = size;
            fullscreenGameView.position = new Rect(new Vector2(0, -MENU_HEIGHT), size);

            state = State.Fullscreen;
        }

#endregion

#region Unity methods

        private void OnEnable()
        {
            initWindowTypes();

            var gameView = getGameView();
            if (gameView != null && isMaximized(gameView)) state = State.Maximized;
        }

#endregion

#region Private functions

        private EditorWindow createEditorWindow()
        {
            var editorWindow = CreateInstance<EditorWindow>();
            editorWindow.titleContent = new GUIContent("Game View (temp)");
            return editorWindow;
        }

        private EditorWindow getGameView()
        {
            return WindowLayout_FindEditorWindowOfType.Invoke(null, new object[]{ GameViewType }) as EditorWindow;
        }

        private bool isMaximized(EditorWindow window)
        {
            return (bool)WindowLayout_IsMaximized.Invoke(null, new object[]{ window });
        }

        private void initWindowTypes()
        {
            if (GameViewType != null) return;

            GameViewType = typeof(Editor).Assembly.GetType("UnityEditor.GameView");
            WindowLayout = typeof(Editor).Assembly.GetType("UnityEditor.WindowLayout");
            WindowLayout_FindEditorWindowOfType = WindowLayout.GetMethod("FindEditorWindowOfType", BindingFlags.Static | BindingFlags.NonPublic);
            WindowLayout_IsMaximized = WindowLayout.GetMethod("IsMaximized", BindingFlags.Static | BindingFlags.NonPublic);
            WindowLayout_Maximize = WindowLayout.GetMethod("Maximize", BindingFlags.Static | BindingFlags.Public);
            WindowLayout_Unmaximize = WindowLayout.GetMethod("Unmaximize", BindingFlags.Static | BindingFlags.Public);
        }

#endregion

    }
}

#endif

================================================
FILE: Scripts/EditorOnly/GameView.cs.meta
================================================
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================================================
FILE: Scripts/EditorOnly.meta
================================================
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================================================
FILE: Scripts/Engine.cs
================================================
/* This is the heart of the Presentation framework. It holds current state and handles assembly reloads.
 * 
 * Engine references the following parts of the system:
 * 
 * 	1. Properties -- global settings for the presentation.
 * 	2. Slide Deck -- presentation data.
 * 	3. PresentationHelper -- a MonoBehaviour in the scene providing frame and button events from the Game View.
 * 
 * ** API **
 * 
 * 	- NewDeck() -- creates a new slide deck.
 * 	- LoadDeck() -- Loads a slide deck or opens a dialog to select a slide deck from disk.
 * 	- SaveDeck() -- Saves current slide deck.
 * 	- StartPresentation() -- Starts the presentation at a specific slide.
 * 	- StopPresentation() -- Stops the presentation.
 * 	- NextSlide() -- Switches to the next slide.
 * 	- PreviousSlide() -- Switches to the previous slide.
 * 	- GotoSlide() -- Jumps to the specific slide.
 * 
 * ** Surviving Play Mode Changes **
 * 
 * This object survives assembly reloading when going into Play Mode and when scripts are recompiled.
 * Detecting Play Mode change is not very clear in Unity, so the code follows these conventions:
 * 
 * 	1. The Engine subscribes to `EditorApplication.playmodeStateChanged` in `OnEnable`.
 * 	2. All Play Mode changes initiated from code go through `changePlayMode(bool value, PlayModeChange reason)`
 * 	   method where the reason Play Mode was changed is explicitly specified.
 *  3. The code `playmodeChangeHandler()` figures out if we are going in or out of Play Mode:
 * 		a. (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode) -- just went out of Play Mode
 * 		b. (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) -- going into Play Mode (before assembly reload)
 * 		c. (EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode) -- Just went into Play Mode
 * 	4. And based on `reason` decides how to handle this situation:
 * 		a. User -- User clicked Play button when presentation was running (default).
 * 		b. ExitBeforeStart -- Need to exit Play Mode when starting.
 * 		c. SlideChangedPlayMode -- Slide wants to change Play Mode.
 * 		d. ExitBeforeStop -- Need to exit Play Mode when stopping.
 */

using UnityEngine;
using UnityEngine.SceneManagement;
using System;
using System.IO;
using Unity.Presentation.Behaviors;
using Unity.Presentation.Utils;

#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.SceneManagement;
using Unity.Presentation.EditorOnly;
#endif

namespace Unity.Presentation
{
    /// <summary>
    /// Main Presentation controller.
    /// Holds current state of the Presentation.
    /// </summary>
    public class Engine : ScriptableObject
    {

#region Consts

        /// <summary>
        /// Public version.
        /// </summary>
        public readonly Version VERSION = new Version(1, 0);

        /// <summary>
        /// Slide state events.
        /// </summary>
		public delegate void SlideEventHandler(object sender, SlideEventArgs e);

        /// <summary>
        /// The reason why Play Mode state was changed.
        /// </summary>
        private enum PlayModeChange
        {
            /// <summary>
            /// User pressed Play button.
            /// </summary>
            User,

            /// <summary>
            /// Need to exit Play Mode when starting.
            /// </summary>
            ExitBeforeStart,

            /// <summary>
            /// Slide wants to change Play Mode.
            /// </summary>
            SlideChangedPlayMode,

            /// <summary>
            /// Need to exit Play Mode when stopping.
            /// </summary>
            ExitBeforeStop
        }

        /// <summary>
        /// Current state of the presentation.
        /// </summary>
        private enum PresentationState
        {
            /// <summary>
            /// General state.
            /// </summary>
            Default,

            /// <summary>
            /// A scene is being loaded.
            /// </summary>
            LoadingScene
        }

#endregion

#region Static properties

        /// <summary>
        /// The instance of the singleton.
        /// </summary>
        public static Engine Instance
        {
            get
            {
                if (instance == null)
                {
                    var objs = Resources.FindObjectsOfTypeAll<Engine>();
                    if (objs.Length > 0) instance = objs[0];
                    else
                    {
                        instance = CreateInstance<Engine>();
                        instance.hideFlags = HideFlags.HideAndDontSave;
                    }
                }
                return instance;
            }
        }

#endregion

#region Events

        /// <summary>
        /// Slide change event.
        /// </summary>
        public event SlideEventHandler SlideChanged;

#endregion

#region Public properties

        /// <summary>
        /// Returns current slide deck.
        /// </summary>
        public SlideDeck SlideDeck
        {
            get
            {
                if (!deck) NewDeck();
                return deck;
            }
        }

        /// <summary>
        /// Indicates that the Engine is busy, so controlling interface should be inactive.
        /// </summary>
        public bool IsBusy
        {
            get { return state != PresentationState.Default || playModeChangeReason != PlayModeChange.User; }
        }

        /// <summary>
        /// Indicates if the Engine is in presenting mode.
        /// </summary>
        public bool IsPresenting
        {
            get { return isPresenting; }
        }

        /// <summary>
        /// Returns current slide id.
        /// </summary>
        public int CurrentSlideId
        {
            get { return currentSlideId; }
        }

        /// <summary>
        /// Returns the current slide object.
        /// </summary>
        public PresentationSlide CurrentSlide
        {
            get { return SlideDeck.Slides[currentSlideId]; }
        }

#endregion

#region Private variables

        static private Engine instance;

        [SerializeField]
        private SlideDeck deck;
        [SerializeField]
        private bool isPresenting = false;
        [SerializeField]
        private int currentSlideId = 0;

        private Properties props;

        private PresentationState state = PresentationState.Default;
        private PlayModeChange playModeChangeReason = PlayModeChange.User;
        private PresentationHelper helper;

#if UNITY_EDITOR
        private int startFrom = 0;
        private Ticker gameViewTicker;
        [SerializeField]
        private SceneSetup[] defaultSceneSetup;
#endif

#endregion

#region Public API

        /// <summary>
        /// Creates a new Slide Deck.
        /// </summary>
        /// <returns>The deck.</returns>
        public SlideDeck NewDeck()
        {
            deck = CreateInstance<SlideDeck>();
            deck.hideFlags = HideFlags.HideAndDontSave;
            return deck;
        }

        /// <summary>
        /// Loads a slide deck or opens a dialog to select a slide deck from disk.
        /// </summary>
        /// <param name="deck">The deck to load. If <c>null</c>, this method shows open file dialog.</param>
        public void LoadDeck(SlideDeck deck = null)
        {
            if (deck == null)
            {
#if UNITY_EDITOR
                var path = EditorUtility.OpenFilePanel("Open Slide Deck", Application.dataPath, "asset");
                if (string.IsNullOrEmpty(path)) return;
                path = Path.Combine("Assets", path.Substring(Application.dataPath.Length + 1));
                var newDeck = AssetDatabase.LoadAssetAtPath<SlideDeck>(path);
                if (newDeck == null)
                {
                    EditorUtility.DisplayDialog("Error!", "Couldn't load the presentation.", "OK");
                    return;
                }
                this.deck = newDeck;
#endif
            }
            else
            {
                this.deck = deck;
            }
        }

        /// <summary>
        /// Saves current slide deck.
        /// </summary>
        public void SaveDeck()
        {
            if (deck == null) return;
#if UNITY_EDITOR
            deck.Save(true);
#endif
        }

        /// <summary>
        /// Starts the presentation at a specific slide.
        /// </summary>
        /// <param name="slide">The slide to start from.</param>
        public void StartPresentation(int slide = 0)
        {
#if UNITY_EDITOR
            subscribeToEvents();

            // Exit Play mode first
            if (EditorApplication.isPlaying)
            {
                startFrom = slide;
                changePlayMode(false, PlayModeChange.ExitBeforeStart);
            }
            else
            {
                startPresentation(slide);
            }
#else
			createSceneHelper();
			startPresentation(slide);
#endif
        }

        /// <summary>
        /// Stops the presentation.
        /// </summary>
        public void StopPresentation()
        {
            isPresenting = false;
#if UNITY_EDITOR
            if (EditorApplication.isPlaying) changePlayMode(false, PlayModeChange.ExitBeforeStop);
            else
            {
                destroySceneHelper();
                unsubscribeFromEvents();
                restoreEditorState();
            }
#endif
        }

        /// <summary>
        /// Switches to the next slide.
        /// </summary>
        public void NextSlide()
        {
            GotoSlide(currentSlideId + 1);
        }

        /// <summary>
        /// Switches to the previous slide.
        /// </summary>
        public void PreviousSlide()
        {
            GotoSlide(currentSlideId - 1);
        }

        /// <summary>
        /// Jumps to the specific slide.
        /// </summary>
        /// <param name="i">The slide index.</param>
        public void GotoSlide(int i)
        {
            if (IsBusy) return;
            gotoSlide(i);
        }

#endregion

#region Unity methods

        private void OnEnable()
        {
            props = Properties.Instance;

#if UNITY_EDITOR
            // This is a hack to be able to capture input from the selected Game View's OnGUI __out of Play Mode__.
            // This is needed to handle previous/next slide keys when Game View is selected.
            // This moves the main camera 0.1 units and back every half a second, so the main Game View is updated.
            gameViewTicker = new Ticker(0.5f, () =>
            {
                var cam = Camera.main;
                if (cam == null) return; // fails when going to Play Mode
                cam.transform.Translate(0.1f, 0, 0);
                cam.transform.Translate(-0.1f, 0, 0);
            });

            if (isPresenting) subscribeToEvents();
#endif
        }

#endregion

#region Private functions

        /// <summary>
        /// Initiates Play Mode change with the specific reason
        /// </summary>
        /// <param name="value"><c>true</c> — go into Play Mode, <c>false</c> — go out of Play Mode.</param>
        /// <param name="reason">The reason why Play Mode was changed.</param>
        private void changePlayMode(bool value, PlayModeChange reason)
        {
#if UNITY_EDITOR
            playModeChangeReason = reason;
            EditorApplication.isPlaying = value;
#endif
        }

        /// <summary>
        /// Starts the presentation from the slide.
        /// </summary>
        /// <param name="slide">Slide index.</param>
        private void startPresentation(int slide)
        {
            isPresenting = true;
            currentSlideId = -1;

#if UNITY_EDITOR
            // Save scene setup to return to it after Stop()
            saveEditorState();
            // Add all needed scenes to build settings
            addScenesToBuildSettings();
#endif
            gotoSlide(slide);
        }

        /// <summary>
        /// Changes the current slide.
        /// </summary>
        /// <param name="i">The slide index.</param>
        private void gotoSlide(int i)
        {
            if (!isPresenting)
            {
                Debug.LogWarningFormat("Can't go to slide {0}. Need to start presentation first.", i);
                return;
            }

            if (i < 0 || i >= deck.Slides.Count || i == currentSlideId) return;

            var newSlide = deck.Slides[i];
            if (!newSlide.Visible || string.IsNullOrEmpty(newSlide.ScenePath)
#if !UNITY_EDITOR
				// In standalone mode we skip all scenes which are not designed to run in Play Mode.
				|| !newSlide.StartInPlayMode
#endif
            )
            {
                // Go to the next slide until it is a valid slide.
                if (i > currentSlideId) gotoSlide(i + 1);
                else gotoSlide(i - 1);
                return;
            }

            currentSlideId = i;

#if UNITY_EDITOR
            var wasInPlayMode = EditorApplication.isPlaying;
            if (newSlide.StartInPlayMode)
            {
                // Play Mode slide.
                if (wasInPlayMode) 
					// We are already in Play Mode, just change the slide.
					changeSlide();
                else
                {
                    // We are out of Play Mode and need to go into Play Mode.
                    // First, we need to open an empty scene.
                    openEmptyScene();
                    // Go into Play Mode and continue setting up the slide when we are there.
                    changePlayMode(true, PlayModeChange.SlideChangedPlayMode);
                }
            }
            else
            {
                // Out of Play Mode slide.
                if (wasInPlayMode)
                {
                    // Go out of Play Mode and continue setting up the slide when we are there.
                    changePlayMode(false, PlayModeChange.SlideChangedPlayMode);
                }
                else
					// If we are out of Play Mode, we can just go to the next slide.
					changeSlide();
            }
#else
			// In Standalone mode we are always in Play Mode.
			changeSlide(); 
#endif
        }

        /// <summary>
        /// Actually displays the new slide.
        /// </summary>
        private void changeSlide()
        {
            var newSlide = deck.Slides[currentSlideId];
            var newScene = newSlide.ScenePath;
            if (!string.IsNullOrEmpty(newScene))
            {
#if UNITY_EDITOR
                if (EditorApplication.isPlaying)
                {
#endif
                    // In Play Mode.
                    try
                    {
                        // Load the new scene async.
                        state = PresentationState.LoadingScene;
                        SceneManager.LoadSceneAsync(newScene, LoadSceneMode.Single);
                    }
                    catch
                    {
                        state = PresentationState.Default;
                    }
#if UNITY_EDITOR
                }
                else
                {
                    // Out of Play Mode.
                    // Destroy scene helper in the old scene.
                    destroySceneHelper();
                    // Open the new scene.
                    EditorSceneManager.OpenScene(newScene, OpenSceneMode.Single);
                    // Create a new scene helper in the new scene.
                    createSceneHelper();
                }
#endif

                if (SlideChanged != null) SlideChanged(this, new SlideEventArgs(currentSlideId));
            }
        }

#if UNITY_EDITOR

        /// <summary>
        /// Adds all needed scenes to Build Settings in the editor.
        /// </summary>
        private void addScenesToBuildSettings()
        {
            // Need to fetch all scenes since visibility and play mode can be switched in play mode
            SceneUtils.UpdateBuildScenes(deck, SlideDeck.PlayModeType.All, SlideDeck.VisibilityType.All);
        }

        /// <summary>
        /// Saves current editor scene setup before going to Play Mode.
        /// </summary>
        private void saveEditorState()
        {
            defaultSceneSetup = EditorSceneManager.GetSceneManagerSetup();
        }

        /// <summary>
        /// Restores saved editor scene setup.
        /// </summary>
        private void restoreEditorState()
        {
            if (defaultSceneSetup != null && defaultSceneSetup.Length > 0) EditorSceneManager.RestoreSceneManagerSetup(defaultSceneSetup);
        }

        /// <summary>
        /// Opens the Empty.scene.
        /// </summary>
        private void openEmptyScene()
        {
            // Need to open an empty scene first because the editor will try to return to the scene from which we started playmode
            EditorSceneManager.OpenScene(SceneUtils.EmptyScenePath, OpenSceneMode.Single);
        }

        /// <summary>
        /// Subscribes to editor events.
        /// </summary>
        private void subscribeToEvents()
        {
            EditorApplication.playmodeStateChanged += playmodeChangeHandler;
            EditorApplication.update += updateHandler;
        }

        /// <summary>
        /// Clears callbacks when stopping the presentation
        /// </summary>
        private void unsubscribeFromEvents()
        {
            EditorApplication.playmodeStateChanged -= playmodeChangeHandler;
            EditorApplication.update -= updateHandler;
        }

#endif

        /// <summary>
        /// Creates scene helper
        /// </summary>
        private void createSceneHelper()
        {
            var go = new GameObject();
            go.hideFlags = HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor;// | HideFlags.HideInHierarchy;

            helper = go.AddComponent<PresentationHelper>();
            helper.Frame += frameHandler;
            helper.NextSlide = props.NextSlide;
            helper.PreviousSlide = props.PreviousSlide;
            helper.Previous += previousSlideHandler;
            helper.Next += nextSlideHandler;
        }

        /// <summary>
        /// Destroys current scene helper
        /// </summary>
        private void destroySceneHelper()
        {
            if (helper == null) return;

            if (Application.isPlaying)
            {
                Destroy(helper.gameObject);
            }
            else
            {
                DestroyImmediate(helper.gameObject);
            }
            helper = null;
        }

#endregion

#region Event handlers

#if UNITY_EDITOR

        /// <summary>
        /// Handler for the editor update event.
        /// </summary>
        private void updateHandler()
        {
            if (!Application.isPlaying)
            {
                gameViewTicker.Tick();
            }
        }

        /// <summary>
        /// Handler for the playmode change event.
        /// </summary>
        private void playmodeChangeHandler()
        {
            if (EditorApplication.isPaused)
            {
                // User paused the game
                GameView.Instance.SetNormal();
            }
            else if (!EditorApplication.isPlaying && !EditorApplication.isPlayingOrWillChangePlaymode)
            {
                // Went out of Play Mode
                destroySceneHelper();
                GameView.Instance.SetNormal();

                switch (playModeChangeReason)
                {
                    case PlayModeChange.ExitBeforeStart:
					// We manually exited Play Mode to start current presentation.
					// Continue startup.
                        startPresentation(startFrom);
                        break;
                    case PlayModeChange.SlideChangedPlayMode:
					// Current slide initiated going out of Play Mode.
					// Continue showing the current slide.
                        changeSlide();
                        break;
                    case PlayModeChange.ExitBeforeStop:
					// We are stopping the presentation and need to leave Play Mode.
                        restoreEditorState();
                        unsubscribeFromEvents();
                        break;
                    case PlayModeChange.User:
					// User clicked Play button to exit Play Mode.
					// We need to open the current running scene because the one open before going to Play Mode will be reopened otherwise.
                        var newScene = deck.Slides[currentSlideId].ScenePath;
                        if (string.IsNullOrEmpty(newScene)) restoreEditorState();
                        else EditorSceneManager.OpenScene(newScene, OpenSceneMode.Single);
                        createSceneHelper();
                        break;
                }
                playModeChangeReason = PlayModeChange.User;
            }
            else
            if (EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
            {
                // Went into Play Mode
                if (playModeChangeReason == PlayModeChange.SlideChangedPlayMode)
                {
                    // Current slide initiated going into Play Mode.
                    // Continue showing the current slide.
                    createSceneHelper();
                    changeSlide();
                }
                playModeChangeReason = PlayModeChange.User;
            }
            else
            if (!EditorApplication.isPlaying && EditorApplication.isPlayingOrWillChangePlaymode)
            {
                // Going into Play Mode
                // Need to destroy the scene helper because it will be recreated in the new scene.
                destroySceneHelper();
                if (playModeChangeReason == PlayModeChange.User)
                {
                    // User clicked Play button to go into Play Mode.
                    // Need to open the Empty.scene and set the reason to `SlideChangedPlayMode` for the next callback logic.
                    openEmptyScene();
                    changePlayMode(true, PlayModeChange.SlideChangedPlayMode);
                }
            }
        }

#endif

        /// <summary>
        /// Handler for the PreviousSlide event of the PresentationHelper.
        /// </summary>
        private void previousSlideHandler(object sender, EventArgs e)
        {
            gotoSlide(currentSlideId - 1);
        }

        /// <summary>
        /// Handler for the NextSlide event of the PresentationHelper.
        /// </summary>
        private void nextSlideHandler(object sender, EventArgs e)
        {
            gotoSlide(currentSlideId + 1);
        }

        /// <summary>
        /// Handler for the Frame event of the PresentationHelper.
        /// This gives the Engine script Update events.
        /// </summary>
        private void frameHandler(object sender, EventArgs e)
        {
            if (state == PresentationState.LoadingScene)
            {
                // If we are loading a scene, check its progress and recreate PresentationHelper in the new scene.
                var scene = SceneManager.GetSceneAt(0);

                if (scene.isLoaded)
                {
                    state = PresentationState.Default;
                    destroySceneHelper();
                    createSceneHelper();
                }
            }
        }

#endregion

#if UNITY_EDITOR
        private class Ticker
        {
            private float interval;
            private double nextTime;
            private Action action;

            public Ticker(float interval, Action action)
            {
                this.interval = interval;
                this.action = action;

                reset();
            }

            public void Tick()
            {
                var delta = nextTime - EditorApplication.timeSinceStartup;
                if (delta <= 0)
                {
                    action();
                    reset();
                }
            }

            private void reset()
            {
                nextTime = EditorApplication.timeSinceStartup + interval;
            }
        }
#endif

    }

    /// <summary>
    /// Slide event arguments.
    /// </summary>
    public class SlideEventArgs : EventArgs
    {
        /// <summary>
        /// Slide index.
        /// </summary>
        public int Index;

        /// <summary>
        /// Initializes a new instance of the <see cref="Unity.Presentation.SlideEventArgs"/> class.
        /// </summary>
        /// <param name="index">Slide index.</param>
        public SlideEventArgs(int index)
        {
            Index = index;
        }
    }
}


================================================
FILE: Scripts/Engine.cs.meta
================================================
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================================================
FILE: Scripts/PresentationSlide.cs
================================================
using System;
using UnityEngine;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace Unity.Presentation
{
    /// <summary>
    /// Presentation slide.
    /// </summary>
    [Serializable]
    public class PresentationSlide
    {
        /// <summary>
        /// Idicates if this slide is visible or hidden.
        /// </summary>
        public bool Visible = true;

        /// <summary>
        /// Indicates if this slide starts in Play Mode.
        /// </summary>
        public bool StartInPlayMode = true;

        /// <summary>
        /// Returns slide scene path.
        /// </summary>
        public string ScenePath
        {
            get
            {
#if UNITY_EDITOR
                return AssetDatabase.GetAssetPath(Scene);
#else
                return scenePath;
#endif
            }
        }

#if UNITY_EDITOR
        /// <summary>
        /// Prepares the slide for standalone build, caching properties which are not obrainable in build.
        /// </summary>
        public void PrepareForBuild()
        {
            scenePath = ScenePath;
        }

        /// <summary>
        /// Scene asset in the editor.
        /// </summary>
        public SceneAsset Scene;
#endif

#pragma warning disable 414
        /// <summary>
        /// Scene path in the player.
        /// </summary>
        [SerializeField]
        private string scenePath;
#pragma warning restore 414

    }
}

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================================================
FILE: Scripts/Properties.cs
================================================
using UnityEngine;

#if UNITY_EDITOR
using UnityEditor;
using System.IO;
using Unity.Presentation.Utils;
#endif

namespace Unity.Presentation
{
    /// <summary>
    /// Global properties for all presentations.
    /// </summary>
    public class Properties : ScriptableObject
    {

#region Consts

        private const string ASSET_NAME = "Properties.asset";

#endregion

#region Static properties

        /// <summary>
        /// Properties singleton instance.
        /// </summary>
        public static Properties Instance
        {
            get
            {
                if (instance == null)
                {
#if UNITY_EDITOR
                    // In the editor try to load the asset from disk.
                    var path = Path.Combine(PresentationUtils.PackageRoot, ASSET_NAME);
                    AssetDatabase.LoadAssetAtPath<Properties>(path);
#endif

                    if (instance == null)
                    {
                        CreateInstance<Properties>();
#if UNITY_EDITOR
                        // In the editor save the asset to disk.
                        AssetDatabase.CreateAsset(instance, path);
#else
						instance.hideFlags = HideFlags.HideAndDontSave;
#endif
                    }
                }
                return instance;
            }
        }

#endregion

#region Public fields/properties

        /// <summary>
        /// Next slide key binding.
        /// </summary>
        public KeyCode NextSlide = KeyCode.RightArrow;

        /// <summary>
        /// Previous slide key binding.
        /// </summary>
        public KeyCode PreviousSlide = KeyCode.LeftArrow;

#endregion

#region Private variables

        // Singleton instance.
        private static Properties instance;

#endregion

#region Constructor

        /// <summary>
        /// Constructor.
        /// </summary>
        protected Properties()
        {
            if (instance != null)
            {
                Debug.LogError("Properties already exists. Did you query it in a constructor?");
                return;
            }

            instance = this;
        }

#endregion

    }
}

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================================================
FILE: Scripts/SlideDeck.cs
================================================
using UnityEngine;
using System;
using System.Collections.Generic;
using UnityEngine.Serialization;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace Unity.Presentation
{
    /// <summary>
    /// Presentation asset.
    /// </summary>
    [CreateAssetMenu(fileName = "Slide Deck", menuName = "Slide Deck")]
    public class SlideDeck : ScriptableObject
    {
#region Consts

        /// <summary>
        /// Play Mode filter for GetSlides.
        /// </summary>
        [Flags]
        public enum PlayModeType
        {
            /// <summary>
            /// Slides which work in Play Mode.
            /// </summary>
            PlayMode = 1 << 0,

            /// <summary>
            /// Slides which work outside of Play Mode.
            /// </summary>
            NonPlayMode = 1 << 1,

            /// <summary>
            /// All slides.
            /// </summary>
            All = PlayMode | NonPlayMode
        }

        /// <summary>
        /// Visibility filter for GetSlides.
        /// </summary>
        [Flags]
        public enum VisibilityType
        {
            /// <summary>
            /// Visible slides.
            /// </summary>
            Visible = 1 << 0,

            /// <summary>
            /// Hidden slides.
            /// </summary>
            Hidden = 1 << 1,

            /// <summary>
            /// All slides.
            /// </summary>
            All = Visible | Hidden
        }

#endregion

#region Public fields

        /// <summary>
        /// The list of slides.
        /// </summary>
        public List<PresentationSlide> Slides
        {
            get { return slides; }
        }

        /// <summary>
        /// Slides background color
        /// </summary>
        public Color BackgroundColor
        {
            get { return backgroundColor; }
            set { backgroundColor = value; }
        }

        /// <summary>
        /// Indicates if the slide deck is saved to disk.
        /// </summary>
        public bool IsSavedOnDisk
        {
            get
            {
#if UNITY_EDITOR
                return !string.IsNullOrEmpty(Path);
#else
				return true;
#endif
            }
        }

        /// <summary>
        /// Slide deck asset path.
        /// </summary>
        public string Path
        {
            get
            {
#if UNITY_EDITOR
                return AssetDatabase.GetAssetPath(this);
#else
				return null;
#endif
            }
        }

        /// <summary>
        /// Slide asset name.
        /// </summary>
        public string Name
        {
            get
            {
                return name;
            }
        }

#endregion

#region Private variables

        [SerializeField]
        [FormerlySerializedAs("Slides")]
        private List<PresentationSlide> slides = new List<PresentationSlide>();

        [SerializeField]
        private Color backgroundColor = Color.black;

#endregion

#region Public methods

#if UNITY_EDITOR
        /// <summary>
        /// Saves the slide deck to an asset on disk.
        /// </summary>
        /// <param name="createAssetIfNeeded">Should the asset file be created if this asset hasn't been saved yet.</param>
        public void Save(bool createAssetIfNeeded = false)
        {
            if (IsSavedOnDisk)
            {
                EditorUtility.SetDirty(this);
                AssetDatabase.SaveAssets();
            }
            else
            {
                if (createAssetIfNeeded)
                {
                    var path = EditorUtility.SaveFilePanelInProject("Save Slide Deck", "Presentation.asset", "asset", "");
                    if (string.IsNullOrEmpty(path)) return;

                    this.hideFlags = HideFlags.None;
                    AssetDatabase.CreateAsset(this, path);
                    AssetDatabase.SaveAssets();
                }
            }
        }

        /// <summary>
        /// Prepares slides for a standalone build.
        /// </summary>
        public void PrepareSlidesForBuild()
        {
            foreach (var slide in Slides) slide.PrepareForBuild();
        }
#endif

        /// <summary>
        /// Returns a list of slides based on filters.
        /// </summary>
        /// <param name="playmode">Play Mode filter.</param>
        /// <param name="visibility">Visibility filter.</param>
        /// <returns>A list of filtered slides.</returns>
        public List<PresentationSlide> GetSlides(PlayModeType playmode, VisibilityType visibility)
        {
            if (playmode == PlayModeType.All && visibility == VisibilityType.All) return Slides;

            var list = new List<PresentationSlide>(slides.Count);

            foreach (var slide in Slides)
            {
                if (slide.StartInPlayMode)
                {
                    if ((playmode & PlayModeType.PlayMode) == 0) continue;
                }
                else
                {
                    if ((playmode & PlayModeType.NonPlayMode) == 0) continue;
                }

                if (slide.Visible)
                {
                    if ((visibility & VisibilityType.Visible) == 0) continue;
                }
                else
                {
                    if ((visibility & VisibilityType.Hidden) == 0) continue;
                }

                list.Add(slide);
            }

            return list;
        }

#endregion

    }
}

================================================
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================================================
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================================================
FILE: Scripts/Utils/PresentationUtils.cs
================================================
#if UNITY_EDITOR
using UnityEditor;
using System.Reflection;
#endif

namespace Unity.Presentation.Utils
{
    /// <summary>
    /// General presentation utils.
    /// </summary>
    public class PresentationUtils
    {
        /// <summary>
        /// Default presentation folder root.
        /// </summary>
        public const string DEFAULT_PACKAGE_ROOT = "Assets/Presentation";

        /// <summary>
        /// Presentation folder root in the project.
        /// </summary>
        public static string PackageRoot
        {
            get
            {
#if UNITY_EDITOR
                // Looks for the folder relative to Editor/PresentationWindow.cs in case it was moved in the project.
                var guids = AssetDatabase.FindAssets("PresentationWindow t:Script");
                if (guids.Length == 0) return DEFAULT_PACKAGE_ROOT;

                var path = AssetDatabase.GUIDToAssetPath(guids[0]);
                return path.Substring(0, path.IndexOf("Editor/PresentationWindow.cs"));
#else
				return DEFAULT_PACKAGE_ROOT;
#endif
            }
        }

    }
}

================================================
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================================================
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================================================
FILE: Scripts/Utils/SceneUtils.cs
================================================
using System.Collections.Generic;
using Unity.Presentation;
using System.IO;
using Unity.Presentation.Utils;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace Unity.Presentation.Utils
{
    /// <summary>
    /// General scene utils.
    /// </summary>
    public static class SceneUtils
    {
        /// <summary>
        /// The path to the Empty.scene in the project.
        /// </summary>
        public static string EmptyScenePath
        {
            get
            {
                return Path.Combine(PresentationUtils.PackageRoot, "Scenes/Empty.unity");
            }
        }

        /// <summary>
        /// The path to the Loader.scene in the project.
        /// </summary>
        public static string LoaderScenePath
        {
            get
            {
                return Path.Combine(PresentationUtils.PackageRoot, "Scenes/Loader.unity");
            }
        }

#if UNITY_EDITOR

        /// <summary>
        /// Returns all scenes in build settings which do not belong to the deck.
        /// </summary>
        /// <param name="deck">The Deck.</param>
        /// <returns>A list of scenes.</returns>
        public static List<EditorBuildSettingsScene> GetNonDeckScenes(SlideDeck deck)
        {
            var scenes = new List<EditorBuildSettingsScene>(EditorBuildSettings.scenes);
            var slides = deck.GetSlides(SlideDeck.PlayModeType.All, SlideDeck.VisibilityType.All);

            var nonDeckScenes = new List<EditorBuildSettingsScene>();
            var hash = new HashSet<string>();
            var count = slides.Count;
            for (var i = 0; i < count; i++) hash.Add(slides[i].ScenePath);

            foreach (var scene in scenes)
            {
                if (hash.Contains(scene.path)) continue;
                nonDeckScenes.Add(scene);
            }

            return nonDeckScenes;
        }

        /// <summary>
        /// Updates scenes in build settings.
        /// </summary>
        /// <param name="deck">The Deck.</param>
        /// <param name="playmode">Playmode filter.</param>
        /// <param name="visibility">Visibility filter.</param>
        public static void UpdateBuildScenes(SlideDeck deck, SlideDeck.PlayModeType playmode, SlideDeck.VisibilityType visibility)
        {
            EditorBuildSettings.scenes = GetBuildScenes(deck, playmode, visibility).ToArray();
        }

        /// <summary>
        /// Returns slide list for builds settings.
        /// </summary>
        /// <param name="deck">The Deck.</param>
        /// <param name="playmode">Playmode filter.</param>
        /// <param name="visibility">Visibility filter.</param>
        /// <returns>A list of scenes.</returns>
        public static List<EditorBuildSettingsScene> GetBuildScenes(SlideDeck deck, SlideDeck.PlayModeType playmode, SlideDeck.VisibilityType visibility)
        {
            var nonDeckScenes = SceneUtils.GetNonDeckScenes(deck);

            var slides = deck.GetSlides(playmode, visibility);
            var scenes = new List<EditorBuildSettingsScene>(slides.Count + nonDeckScenes.Count);

            foreach (var slide in slides)
            {
                var path = slide.ScenePath;
                if (string.IsNullOrEmpty(path)) continue;
                scenes.Add(new EditorBuildSettingsScene(path, true));
            }

            scenes.AddRange(nonDeckScenes);
            return scenes;
        }
#endif
    }
}

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      m_Background: {fileID: 2800000, guid: 8b7a4989baf39dc4f9b5e1253ae6db6c, type: 3}
      m_TextColor: {r: 0.66176474, g: 0.66176474, b: 0.66176474, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 6
      m_Right: 6
      m_Top: 6
      m_Bottom: 6
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 6
      m_Bottom: 6
    m_Overflow:
      m_Left: -1
      m_Right: -1
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 0
    m_TextClipping: 1
    m_ImagePosition: 2
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 15
    m_FixedHeight: 0
    m_StretchWidth: 0
    m_StretchHeight: 0
  m_verticalScrollbarUpButton:
    m_Name: verticalscrollbarupbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_verticalScrollbarDownButton:
    m_Name: verticalscrollbardownbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_ScrollView:
    m_Name: scrollview
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_CustomStyles:
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      m_Background: {fileID: 2800000, guid: b0d8d060130619d4094328fa33fccdee, type: 3}
      m_TextColor: {r: 0.7835821, g: 0.7835821, b: 0.7835821, a: 1}
    m_Hover:
      m_Background: {fileID: 2800000, guid: b0d8d060130619d4094328fa33fccdee, type: 3}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: 0.7835821, g: 0.7835821, b: 0.7835821, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 6
      m_Right: 6
      m_Top: 6
      m_Bottom: 6
    m_Margin:
      m_Left: 4
      m_Right: 4
      m_Top: 4
      m_Bottom: 4
    m_Padding:
      m_Left: 4
      m_Right: 4
      m_Top: 4
      m_Bottom: 4
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 1
    m_RichText: 0
    m_TextClipping: 0
    m_ImagePosition: 0
    m_ContentOffset: {x: 4, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
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  - m_Name: Text Area Box (Editor)
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      m_Background: {fileID: 2800000, guid: bc6736bb43aae2f48a0f45fd83e9a970, type: 3}
      m_TextColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
    m_Hover:
      m_Background: {fileID: 2800000, guid: bc6736bb43aae2f48a0f45fd83e9a970, type: 3}
      m_TextColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: 0.7835821, g: 0.7835821, b: 0.7835821, a: 1}
    m_OnHover:
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    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 6
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      m_Top: 6
      m_Bottom: 6
    m_Margin:
      m_Left: 4
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      m_Top: 4
      m_Bottom: 4
    m_Padding:
      m_Left: 4
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      m_Top: 4
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    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 1
    m_RichText: 0
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 2, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 0
    m_StretchHeight: 0
  - m_Name: Text Area Box (Window)
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      m_Background: {fileID: 2800000, guid: bc6736bb43aae2f48a0f45fd83e9a970, type: 3}
      m_TextColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
    m_Hover:
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      m_TextColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: 0.7835821, g: 0.7835821, b: 0.7835821, a: 1}
    m_OnHover:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
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    m_Margin:
      m_Left: 4
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      m_Top: 4
      m_Bottom: 4
    m_Padding:
      m_Left: 4
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      m_Top: 4
      m_Bottom: 4
    m_Overflow:
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      m_Right: 0
      m_Top: 0
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    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 1
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    m_TextClipping: 1
    m_ImagePosition: 0
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    m_FixedWidth: 0
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    m_StretchWidth: 0
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  - m_Name: Square Area Box (85 Grey)
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      m_TextColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: 0.7835821, g: 0.7835821, b: 0.7835821, a: 1}
    m_OnHover:
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    m_OnActive:
      m_Background: {fileID: 0}
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    m_OnFocused:
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    m_Margin:
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    m_Padding:
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    m_Overflow:
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    m_Font: {fileID: 0}
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    m_Alignment: 0
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    m_TextClipping: 1
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  - m_Name: Group Label
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    m_Active:
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    m_Focused:
      m_Background: {fileID: 0}
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    m_OnNormal:
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    m_OnFocused:
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    m_Overflow:
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  - m_Name: Group Label - Left Half
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    m_Focused:
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    m_OnNormal:
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    m_OnFocused:
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    m_Overflow:
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  - m_Name: Section Label
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    m_Active:
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    m_Focused:
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    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 12
    m_FixedHeight: 0
    m_StretchWidth: 0
    m_StretchHeight: 1
  m_horizontalScrollbar:
    m_Name: horizontalscrollbar
    m_Normal:
      m_Background: {fileID: 11008, guid: 0000000000000000e000000000000000, type: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 9
      m_Right: 9
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 4
      m_Right: 4
      m_Top: 1
      m_Bottom: 4
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 2
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 15
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_horizontalScrollbarThumb:
    m_Name: horizontalscrollbarthumb
    m_Normal:
      m_Background: {fileID: 11007, guid: 0000000000000000e000000000000000, type: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 6
      m_Right: 6
      m_Top: 6
      m_Bottom: 6
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 6
      m_Right: 6
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: -1
      m_Bottom: 1
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 13
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_horizontalScrollbarLeftButton:
    m_Name: horizontalscrollbarleftbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_horizontalScrollbarRightButton:
    m_Name: horizontalscrollbarrightbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_verticalScrollbar:
    m_Name: verticalscrollbar
    m_Normal:
      m_Background: {fileID: 11020, guid: 0000000000000000e000000000000000, type: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 9
      m_Bottom: 9
    m_Margin:
      m_Left: 1
      m_Right: 4
      m_Top: 4
      m_Bottom: 4
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 1
      m_Bottom: 1
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 15
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
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    m_Name: verticalscrollbarthumb
    m_Normal:
      m_Background: {fileID: 2800000, guid: bc6736bb43aae2f48a0f45fd83e9a970, type: 3}
      m_TextColor: {r: 1, g: 1, b: 1, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 6
      m_Right: 6
      m_Top: 6
      m_Bottom: 6
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
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    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 6
      m_Bottom: 6
    m_Overflow:
      m_Left: -1
      m_Right: -1
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 0
    m_TextClipping: 1
    m_ImagePosition: 2
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 15
    m_FixedHeight: 0
    m_StretchWidth: 0
    m_StretchHeight: 0
  m_verticalScrollbarUpButton:
    m_Name: verticalscrollbarupbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_verticalScrollbarDownButton:
    m_Name: verticalscrollbardownbutton
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Margin:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Padding:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
      m_Bottom: 0
    m_Font: {fileID: 0}
    m_FontSize: 0
    m_FontStyle: 0
    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_ScrollView:
    m_Name: scrollview
    m_Normal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnHover:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
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      m_Top: 0
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    m_Margin:
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      m_Right: 0
      m_Top: 0
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    m_Padding:
      m_Left: 0
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      m_Top: 0
      m_Bottom: 0
    m_Overflow:
      m_Left: 0
      m_Right: 0
      m_Top: 0
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    m_Font: {fileID: 0}
    m_FontSize: 0
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    m_Alignment: 0
    m_WordWrap: 0
    m_RichText: 1
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 0, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 1
    m_StretchHeight: 0
  m_CustomStyles:
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      m_Background: {fileID: 2800000, guid: 8b7a4989baf39dc4f9b5e1253ae6db6c, type: 3}
      m_TextColor: {r: .0470588244, g: .0470588244, b: .0470588244, a: 1}
    m_Hover:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: .783582091, g: .783582091, b: .783582091, a: 1}
    m_OnHover:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
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      m_Top: 6
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    m_Margin:
      m_Left: 4
      m_Right: 4
      m_Top: 4
      m_Bottom: 4
    m_Padding:
      m_Left: 4
      m_Right: 4
      m_Top: 4
      m_Bottom: 4
    m_Overflow:
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      m_Right: 0
      m_Top: 0
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    m_Font: {fileID: 0}
    m_FontSize: 0
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    m_Alignment: 0
    m_WordWrap: 1
    m_RichText: 0
    m_TextClipping: 0
    m_ImagePosition: 0
    m_ContentOffset: {x: 4, y: 0}
    m_FixedWidth: 0
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    m_StretchWidth: 1
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  - m_Name: Text Area Box (Editor)
    m_Normal:
      m_Background: {fileID: 2800000, guid: 8b7a4989baf39dc4f9b5e1253ae6db6c, type: 3}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Hover:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: .783582091, g: .783582091, b: .783582091, a: 1}
    m_OnHover:
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnActive:
      m_Background: {fileID: 0}
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    m_OnFocused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Border:
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    m_Margin:
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    m_Padding:
      m_Left: 4
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    m_Overflow:
      m_Left: 0
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    m_Font: {fileID: 0}
    m_FontSize: 0
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    m_Alignment: 0
    m_WordWrap: 1
    m_RichText: 0
    m_TextClipping: 1
    m_ImagePosition: 0
    m_ContentOffset: {x: 2, y: 0}
    m_FixedWidth: 0
    m_FixedHeight: 0
    m_StretchWidth: 0
    m_StretchHeight: 0
  - m_Name: Text Area Box (Window)
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      m_Background: {fileID: 2800000, guid: bac851ff4dce74a4db5d26d327d5b08f, type: 3}
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      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_Active:
      m_Background: {fileID: 0}
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    m_Focused:
      m_Background: {fileID: 0}
      m_TextColor: {r: 0, g: 0, b: 0, a: 1}
    m_OnNormal:
      m_Background: {fileID: 2800000, guid: f7f255b9380b94c1781bf3d10d2df5b3, type: 3}
      m_TextColor: {r: .783582091, g: .783582091, b: .783582091, a: 1}
    m_OnHover:
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    m_OnActive:
      m_Background: {fileID: 0}
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================================================
FILE: TextMesh Pro/GUISkins/Textures/btn_Ali
Download .txt
gitextract_k006hrwp/

├── .gitignore
├── Editor/
│   ├── Inspectors/
│   │   ├── SlideDeckEditor.cs
│   │   └── SlideDeckEditor.cs.meta
│   ├── Inspectors.meta
│   ├── PresentationWindow.cs
│   ├── PresentationWindow.cs.meta
│   ├── Utils/
│   │   ├── EditorUtils.cs
│   │   ├── EditorUtils.cs.meta
│   │   ├── GUIElements.cs
│   │   └── GUIElements.cs.meta
│   └── Utils.meta
├── Editor.meta
├── Properties.asset
├── Properties.asset.meta
├── README.md
├── README.md.meta
├── Scenes/
│   ├── Empty.unity
│   ├── Empty.unity.meta
│   ├── Loader.unity
│   └── Loader.unity.meta
├── Scenes.meta
├── Scripts/
│   ├── Behaviours/
│   │   ├── Empty.cs
│   │   ├── Empty.cs.meta
│   │   ├── Loader.cs
│   │   ├── Loader.cs.meta
│   │   ├── PresentationHelper.cs
│   │   └── PresentationHelper.cs.meta
│   ├── Behaviours.meta
│   ├── EditorOnly/
│   │   ├── GameView.cs
│   │   └── GameView.cs.meta
│   ├── EditorOnly.meta
│   ├── Engine.cs
│   ├── Engine.cs.meta
│   ├── PresentationSlide.cs
│   ├── PresentationSlide.cs.meta
│   ├── Properties.cs
│   ├── Properties.cs.meta
│   ├── SlideDeck.cs
│   ├── SlideDeck.cs.meta
│   ├── Utils/
│   │   ├── PresentationUtils.cs
│   │   ├── PresentationUtils.cs.meta
│   │   ├── SceneUtils.cs
│   │   └── SceneUtils.cs.meta
│   └── Utils.meta
├── Scripts.meta
├── TextMesh Pro/
│   ├── GUISkins/
│   │   ├── TMPro_DarkSkin.guiskin
│   │   ├── TMPro_DarkSkin.guiskin.meta
│   │   ├── TMPro_LightSkin.guiskin
│   │   ├── TMPro_LightSkin.guiskin.meta
│   │   ├── Textures/
│   │   │   ├── Box Area 85 Dark.psd
│   │   │   ├── Box Area 85 Dark.psd.meta
│   │   │   ├── Box Area Dark (LEFT).psd
│   │   │   ├── Box Area Dark (LEFT).psd.meta
│   │   │   ├── Box Area Dark.psd
│   │   │   ├── Box Area Dark.psd.meta
│   │   │   ├── Box Area Light (LEFT).psd
│   │   │   ├── Box Area Light (LEFT).psd.meta
│   │   │   ├── Box Area Light.psd
│   │   │   ├── Box Area Light.psd.meta
│   │   │   ├── Box Area Medium (LEFT).psd
│   │   │   ├── Box Area Medium (LEFT).psd.meta
│   │   │   ├── Box Area Medium.psd
│   │   │   ├── Box Area Medium.psd.meta
│   │   │   ├── Square Box Area (40 Grey).psd
│   │   │   ├── Square Box Area (40 Grey).psd.meta
│   │   │   ├── Square Box Area (85 Grey).psd
│   │   │   ├── Square Box Area (85 Grey).psd.meta
│   │   │   ├── btn_AlignBaseLine.psd
│   │   │   ├── btn_AlignBaseLine.psd.meta
│   │   │   ├── btn_AlignBaseLine_Light.psd
│   │   │   ├── btn_AlignBaseLine_Light.psd.meta
│   │   │   ├── btn_AlignBottom.psd
│   │   │   ├── btn_AlignBottom.psd.meta
│   │   │   ├── btn_AlignBottom_Light.psd
│   │   │   ├── btn_AlignBottom_Light.psd.meta
│   │   │   ├── btn_AlignCapLine.psd
│   │   │   ├── btn_AlignCapLine.psd.meta
│   │   │   ├── btn_AlignCapLine_Light.psd
│   │   │   ├── btn_AlignCapLine_Light.psd.meta
│   │   │   ├── btn_AlignCenter.psd
│   │   │   ├── btn_AlignCenter.psd.meta
│   │   │   ├── btn_AlignCenterGeo.psd
│   │   │   ├── btn_AlignCenterGeo.psd.meta
│   │   │   ├── btn_AlignCenterGeo_Light.psd
│   │   │   ├── btn_AlignCenterGeo_Light.psd.meta
│   │   │   ├── btn_AlignCenter_Light.psd
│   │   │   ├── btn_AlignCenter_Light.psd.meta
│   │   │   ├── btn_AlignFlush.psd
│   │   │   ├── btn_AlignFlush.psd.meta
│   │   │   ├── btn_AlignFlush_Light.psd
│   │   │   ├── btn_AlignFlush_Light.psd.meta
│   │   │   ├── btn_AlignJustified.psd
│   │   │   ├── btn_AlignJustified.psd.meta
│   │   │   ├── btn_AlignJustified_Light.psd
│   │   │   ├── btn_AlignJustified_Light.psd.meta
│   │   │   ├── btn_AlignLeft.psd
│   │   │   ├── btn_AlignLeft.psd.meta
│   │   │   ├── btn_AlignLeft_Light.psd
│   │   │   ├── btn_AlignLeft_Light.psd.meta
│   │   │   ├── btn_AlignMidLine.psd
│   │   │   ├── btn_AlignMidLine.psd.meta
│   │   │   ├── btn_AlignMiddle.psd
│   │   │   ├── btn_AlignMiddle.psd.meta
│   │   │   ├── btn_AlignMiddle_Light.psd
│   │   │   ├── btn_AlignMiddle_Light.psd.meta
│   │   │   ├── btn_AlignMidline_Light.psd
│   │   │   ├── btn_AlignMidline_Light.psd.meta
│   │   │   ├── btn_AlignRight.psd
│   │   │   ├── btn_AlignRight.psd.meta
│   │   │   ├── btn_AlignRight_Light.psd
│   │   │   ├── btn_AlignRight_Light.psd.meta
│   │   │   ├── btn_AlignTop.psd
│   │   │   ├── btn_AlignTop.psd.meta
│   │   │   ├── btn_AlignTop_Light.psd
│   │   │   ├── btn_AlignTop_Light.psd.meta
│   │   │   ├── progress bar (Light).psd
│   │   │   ├── progress bar (Light).psd.meta
│   │   │   ├── progress bar.psd
│   │   │   └── progress bar.psd.meta
│   │   └── Textures.meta
│   ├── GUISkins.meta
│   ├── Gizmos/
│   │   ├── TMP - Dropdown Icon.psd
│   │   ├── TMP - Dropdown Icon.psd.meta
│   │   ├── TMP - Font Asset Icon.psd
│   │   ├── TMP - Font Asset Icon.psd.meta
│   │   ├── TMP - Input Field Icon.psd
│   │   ├── TMP - Input Field Icon.psd.meta
│   │   ├── TMP - Text Component Icon.psd
│   │   ├── TMP - Text Component Icon.psd.meta
│   │   ├── TextMeshPro Inline Graphics icon.psd
│   │   └── TextMeshPro Inline Graphics icon.psd.meta
│   ├── Gizmos.meta
│   ├── Plugins/
│   │   ├── 32 Bit Plugins/
│   │   │   ├── TMPro_Plugin.bundle
│   │   │   ├── TMPro_Plugin.bundle.meta
│   │   │   └── TMPro_Plugin.dll.meta
│   │   ├── 32 Bit Plugins.meta
│   │   ├── 64 Bit Plugins/
│   │   │   ├── TMPro_Plugin.bundle
│   │   │   ├── TMPro_Plugin.bundle.meta
│   │   │   └── TMPro_Plugin.dll.meta
│   │   ├── 64 Bit Plugins.meta
│   │   ├── Editor/
│   │   │   └── TextMeshPro-1.0.55.2017.1.0b12-Editor.dll.meta
│   │   ├── Editor.meta
│   │   ├── Runtime DLL/
│   │   │   └── TextMeshPro-1.0.55.2017.1.0b12.dll.meta
│   │   ├── Runtime DLL.meta
│   │   ├── TextMeshPro-1.0.55.2017.1.0b12.dll.meta
│   │   └── vcomp120.dll.meta
│   ├── Plugins.meta
│   ├── Resources/
│   │   ├── Fonts & Materials/
│   │   │   ├── LiberationSans SDF.asset
│   │   │   └── LiberationSans SDF.asset.meta
│   │   ├── Fonts & Materials.meta
│   │   ├── LineBreaking Following Characters.txt
│   │   ├── LineBreaking Following Characters.txt.meta
│   │   ├── LineBreaking Leading Characters.txt
│   │   ├── LineBreaking Leading Characters.txt.meta
│   │   ├── Shaders/
│   │   │   ├── TMP_Bitmap-Mobile.shader
│   │   │   ├── TMP_Bitmap-Mobile.shader.meta
│   │   │   ├── TMP_Bitmap.shader
│   │   │   ├── TMP_Bitmap.shader.meta
│   │   │   ├── TMP_SDF Overlay.shader
│   │   │   ├── TMP_SDF Overlay.shader.meta
│   │   │   ├── TMP_SDF-Mobile Masking.shader
│   │   │   ├── TMP_SDF-Mobile Masking.shader.meta
│   │   │   ├── TMP_SDF-Mobile Overlay.shader
│   │   │   ├── TMP_SDF-Mobile Overlay.shader.meta
│   │   │   ├── TMP_SDF-Mobile.shader
│   │   │   ├── TMP_SDF-Mobile.shader.meta
│   │   │   ├── TMP_SDF-Surface-Mobile.shader
│   │   │   ├── TMP_SDF-Surface-Mobile.shader.meta
│   │   │   ├── TMP_SDF-Surface.shader
│   │   │   ├── TMP_SDF-Surface.shader.meta
│   │   │   ├── TMP_SDF.shader
│   │   │   ├── TMP_SDF.shader.meta
│   │   │   ├── TMP_Sprite.shader
│   │   │   ├── TMP_Sprite.shader.meta
│   │   │   ├── TMPro.cginc
│   │   │   ├── TMPro.cginc.meta
│   │   │   ├── TMPro_Properties.cginc
│   │   │   ├── TMPro_Properties.cginc.meta
│   │   │   ├── TMPro_Surface.cginc
│   │   │   └── TMPro_Surface.cginc.meta
│   │   ├── Shaders.meta
│   │   ├── Sprite Assets/
│   │   │   ├── Default Sprite Asset.asset
│   │   │   ├── Default Sprite Asset.asset.meta
│   │   │   ├── EmojiOne.asset
│   │   │   └── EmojiOne.asset.meta
│   │   ├── Sprite Assets.meta
│   │   ├── Style Sheets/
│   │   │   ├── TMP Default Style Sheet.asset
│   │   │   └── TMP Default Style Sheet.asset.meta
│   │   ├── Style Sheets.meta
│   │   ├── TMP Settings.asset
│   │   └── TMP Settings.asset.meta
│   ├── Resources.meta
│   ├── Sprites/
│   │   ├── Default Sprite Asset.png.meta
│   │   ├── EmojiOne.json
│   │   ├── EmojiOne.json.meta
│   │   └── EmojiOne.png.meta
│   └── Sprites.meta
├── TextMesh Pro.meta
├── Unity/
│   ├── Editor/
│   │   ├── Colors/
│   │   │   ├── Unity Brand Colors.colors
│   │   │   └── Unity Brand Colors.colors.meta
│   │   ├── Colors.meta
│   │   ├── Gradients/
│   │   │   ├── Unity Brand Gradients.gradients
│   │   │   └── Unity Brand Gradients.gradients.meta
│   │   └── Gradients.meta
│   ├── Editor.meta
│   ├── Fonts/
│   │   ├── roboto/
│   │   │   ├── Apache License.txt
│   │   │   ├── Apache License.txt.meta
│   │   │   ├── Roboto-Black.ttf.meta
│   │   │   ├── Roboto-BlackItalic.ttf.meta
│   │   │   ├── Roboto-Bold.ttf.meta
│   │   │   ├── Roboto-BoldItalic.ttf.meta
│   │   │   ├── Roboto-Italic.ttf.meta
│   │   │   ├── Roboto-Light.ttf.meta
│   │   │   ├── Roboto-LightItalic.ttf.meta
│   │   │   ├── Roboto-Medium.ttf.meta
│   │   │   ├── Roboto-MediumItalic.ttf.meta
│   │   │   ├── Roboto-Regular.ttf.meta
│   │   │   ├── Roboto-Thin.ttf.meta
│   │   │   ├── Roboto-ThinItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Bold.ttf.meta
│   │   │   ├── RobotoCondensed-BoldItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Italic.ttf.meta
│   │   │   ├── RobotoCondensed-Light.ttf.meta
│   │   │   ├── RobotoCondensed-LightItalic.ttf.meta
│   │   │   ├── RobotoCondensed-Regular.ttf.meta
│   │   │   ├── SDF/
│   │   │   │   ├── Roboto Symbols SDF.asset
│   │   │   │   ├── Roboto Symbols SDF.asset.meta
│   │   │   │   ├── Roboto-Bold SDF.asset
│   │   │   │   ├── Roboto-Bold SDF.asset.meta
│   │   │   │   ├── Roboto-BoldItalic SDF.asset
│   │   │   │   ├── Roboto-BoldItalic SDF.asset.meta
│   │   │   │   ├── Roboto-Italic SDF.asset
│   │   │   │   ├── Roboto-Italic SDF.asset.meta
│   │   │   │   ├── Roboto-Regular SDF.asset
│   │   │   │   └── Roboto-Regular SDF.asset.meta
│   │   │   └── SDF.meta
│   │   └── roboto.meta
│   ├── Fonts.meta
│   ├── Template Slides/
│   │   ├── Dark Theme/
│   │   │   ├── BulletPointTextLeftAlignment/
│   │   │   │   ├── Slide-BulletPointTextLeftAlignment.unity
│   │   │   │   └── Slide-BulletPointTextLeftAlignment.unity.meta
│   │   │   ├── BulletPointTextLeftAlignment.meta
│   │   │   ├── DataNumberCentral/
│   │   │   │   ├── Slide-DataNumberCentral.unity
│   │   │   │   └── Slide-DataNumberCentral.unity.meta
│   │   │   ├── DataNumberCentral.meta
│   │   │   ├── DataNumbersSideBySide/
│   │   │   │   ├── Slide-DataNumbersSideBySide.unity
│   │   │   │   └── Slide-DataNumbersSideBySide.unity.meta
│   │   │   ├── DataNumbersSideBySide.meta
│   │   │   ├── DeepBlueBG(Blank)/
│   │   │   │   ├── Slide-DeepBlueBG.unity
│   │   │   │   └── Slide-DeepBlueBG.unity.meta
│   │   │   ├── DeepBlueBG(Blank).meta
│   │   │   ├── HalfContentLeft/
│   │   │   │   ├── Slide-HalfContentLeft.unity
│   │   │   │   └── Slide-HalfContentLeft.unity.meta
│   │   │   ├── HalfContentLeft.meta
│   │   │   ├── HeaderCentral/
│   │   │   │   ├── Slide-HeaderCentral.unity
│   │   │   │   └── Slide-HeaderCentral.unity.meta
│   │   │   ├── HeaderCentral.meta
│   │   │   ├── HeaderCentralWithParagraph/
│   │   │   │   ├── Slide-HeaderCentralWithParagraph.unity
│   │   │   │   └── Slide-HeaderCentralWithParagraph.unity.meta
│   │   │   ├── HeaderCentralWithParagraph.meta
│   │   │   ├── LogoCentral/
│   │   │   │   ├── Slide-LogoCentral.unity
│   │   │   │   └── Slide-LogoCentral.unity.meta
│   │   │   ├── LogoCentral.meta
│   │   │   ├── MeshObjectInFrontOfSlide/
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── CubeBehaviour.cs
│   │   │   │   │   └── CubeBehaviour.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Slide-MeshObjectInFrontOfSlide.unity
│   │   │   │   └── Slide-MeshObjectInFrontOfSlide.unity.meta
│   │   │   ├── MeshObjectInFrontOfSlide.meta
│   │   │   ├── ParagraphsSideBySide/
│   │   │   │   ├── Slide-ParagraphsSideBySide.unity
│   │   │   │   └── Slide-ParagraphsSideBySide.unity.meta
│   │   │   ├── ParagraphsSideBySide.meta
│   │   │   ├── PartnerSlide/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── image1.png.meta
│   │   │   │   │   ├── image2.png.meta
│   │   │   │   │   ├── image3.png.meta
│   │   │   │   │   ├── image4.png.meta
│   │   │   │   │   ├── image5.png.meta
│   │   │   │   │   └── image6.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-PartnerSlide.unity
│   │   │   │   └── Slide-PartnerSlide.unity.meta
│   │   │   ├── PartnerSlide.meta
│   │   │   ├── RenderTextureInSlide/
│   │   │   │   ├── Materials/
│   │   │   │   │   ├── CloudySkyboxMat.mat
│   │   │   │   │   ├── CloudySkyboxMat.mat.meta
│   │   │   │   │   ├── PlatformMat.mat
│   │   │   │   │   ├── PlatformMat.mat.meta
│   │   │   │   │   ├── SphereMat.mat
│   │   │   │   │   └── SphereMat.mat.meta
│   │   │   │   ├── Materials.meta
│   │   │   │   ├── PhysicsMaterial/
│   │   │   │   │   ├── Bounce.physicMaterial
│   │   │   │   │   └── Bounce.physicMaterial.meta
│   │   │   │   ├── PhysicsMaterial.meta
│   │   │   │   ├── RenderTextures/
│   │   │   │   │   ├── RenderTextureExample.renderTexture
│   │   │   │   │   └── RenderTextureExample.renderTexture.meta
│   │   │   │   ├── RenderTextures.meta
│   │   │   │   ├── Scripts/
│   │   │   │   │   ├── BounceSphereBehaviour.cs
│   │   │   │   │   ├── BounceSphereBehaviour.cs.meta
│   │   │   │   │   ├── DirectionalLightBehaviour.cs
│   │   │   │   │   └── DirectionalLightBehaviour.cs.meta
│   │   │   │   ├── Scripts.meta
│   │   │   │   ├── Slide-RenderTextureInSlide/
│   │   │   │   │   ├── LightingData.asset
│   │   │   │   │   ├── LightingData.asset.meta
│   │   │   │   │   ├── ReflectionProbe-0.exr
│   │   │   │   │   └── ReflectionProbe-0.exr.meta
│   │   │   │   ├── Slide-RenderTextureInSlide.meta
│   │   │   │   ├── Slide-RenderTextureInSlide.unity
│   │   │   │   ├── Slide-RenderTextureInSlide.unity.meta
│   │   │   │   ├── Textures/
│   │   │   │   │   └── CloudyCubemap.jpg.meta
│   │   │   │   └── Textures.meta
│   │   │   ├── RenderTextureInSlide.meta
│   │   │   ├── ServicesIn3Column/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── Logo-Flag.png.meta
│   │   │   │   │   ├── Logo-Nodes.png.meta
│   │   │   │   │   └── Logo-Sheets.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-ServicesIn3Columns.unity
│   │   │   │   └── Slide-ServicesIn3Columns.unity.meta
│   │   │   ├── ServicesIn3Column.meta
│   │   │   ├── UnityColorBG/
│   │   │   │   ├── Images/
│   │   │   │   │   └── UnityColorBG.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-UnityColorBG.unity
│   │   │   │   └── Slide-UnityColorBG.unity.meta
│   │   │   ├── UnityColorBG.meta
│   │   │   ├── VerticalAboveServicesAnd3Rows/
│   │   │   │   ├── Images/
│   │   │   │   │   ├── Logo-Connection.png.meta
│   │   │   │   │   ├── Logo-HandBag.png.meta
│   │   │   │   │   └── Logo-Networking.png.meta
│   │   │   │   ├── Images.meta
│   │   │   │   ├── Slide-ServicesSlide.unity
│   │   │   │   └── Slide-ServicesSlide.unity.meta
│   │   │   └── VerticalAboveServicesAnd3Rows.meta
│   │   ├── Dark Theme.meta
│   │   ├── Light Theme/
│   │   │   ├── BulletPointTextLeftAlignment/
│   │   │   │   ├── Slide-BulletPointTextLeftAlignment.unity
│   │   │   │   └── Slide-BulletPointTextLeftAlignment.unity.meta
│   │   │   ├── BulletPointTextLeftAlignment.meta
│   │   │   ├── HeaderCentral/
│   │   │   │   ├── Slide-HeaderCentral.unity
│   │   │   │   └── Slide-HeaderCentral.unity.meta
│   │   │   ├── HeaderCentral.meta
│   │   │   ├── ParagraphsSideBySide/
│   │   │   │   ├── Slide-ParagraphsSideBySide.unity
│   │   │   │   └── Slide-ParagraphsSideBySide.unity.meta
│   │   │   └── ParagraphsSideBySide.meta
│   │   ├── Light Theme.meta
│   │   ├── Unite Austin/
│   │   │   ├── Scenes/
│   │   │   │   ├── About Me.unity
│   │   │   │   ├── About Me.unity.meta
│   │   │   │   ├── Big Section (black).unity
│   │   │   │   ├── Big Section (black).unity.meta
│   │   │   │   ├── Big Section.unity
│   │   │   │   ├── Big Section.unity.meta
│   │   │   │   ├── Content Image.unity
│   │   │   │   ├── Content Image.unity.meta
│   │   │   │   ├── Content.unity
│   │   │   │   ├── Content.unity.meta
│   │   │   │   ├── Empty.unity
│   │   │   │   ├── Empty.unity.meta
│   │   │   │   ├── Intro.unity
│   │   │   │   ├── Intro.unity.meta
│   │   │   │   ├── Last.unity
│   │   │   │   ├── Last.unity.meta
│   │   │   │   ├── Small Section (black).unity
│   │   │   │   ├── Small Section (black).unity.meta
│   │   │   │   ├── Small Section.unity
│   │   │   │   ├── Small Section.unity.meta
│   │   │   │   ├── Title.unity
│   │   │   │   └── Title.unity.meta
│   │   │   ├── Scenes.meta
│   │   │   ├── Textures/
│   │   │   │   ├── grumpy.jpg.meta
│   │   │   │   ├── img.jpg.meta
│   │   │   │   ├── logo.png.meta
│   │   │   │   ├── logo2.png.meta
│   │   │   │   └── salad.png.meta
│   │   │   ├── Textures.meta
│   │   │   ├── Unite Austin.asset
│   │   │   └── Unite Austin.asset.meta
│   │   ├── Unite Austin.meta
│   │   ├── _SharedRecources/
│   │   │   ├── Images/
│   │   │   │   ├── UnityLogo (black).png.meta
│   │   │   │   ├── UnityLogo.png.meta
│   │   │   │   ├── UnityLogoHD (black).png.meta
│   │   │   │   └── UnityLogoHD.png.meta
│   │   │   ├── Images.meta
│   │   │   ├── Materials/
│   │   │   │   ├── BrandedGradientFont.mat
│   │   │   │   └── BrandedGradientFont.mat.meta
│   │   │   ├── Materials.meta
│   │   │   ├── Scripts/
│   │   │   │   ├── TextGradientVertexColoring.cs
│   │   │   │   └── TextGradientVertexColoring.cs.meta
│   │   │   └── Scripts.meta
│   │   └── _SharedRecources.meta
│   ├── Template Slides.meta
│   ├── Unity Sample Presentation (Dark).asset
│   └── Unity Sample Presentation (Dark).asset.meta
└── Unity.meta
Download .txt
SYMBOL INDEX (104 symbols across 18 files)

FILE: Editor/Inspectors/SlideDeckEditor.cs
  class SlideDeckEditor (line 13) | [CustomEditor(typeof(SlideDeck))]
    class Styles (line 19) | private class Styles
      method Styles (line 41) | public Styles()
    method DrawInspector (line 81) | public static float DrawInspector(SlideDeck deck, float scroll, Func<S...
    method OnEnable (line 213) | private void OnEnable()
    method OnInspectorGUI (line 218) | public override void OnInspectorGUI()

FILE: Editor/PresentationWindow.cs
  class PresentationWindow (line 17) | public class PresentationWindow : EditorWindow
    class Styles (line 24) | private class Styles
      method Styles (line 43) | public Styles()
    method ShowWindow (line 69) | [MenuItem("Window/Presentation")]
    method OnEnable (line 110) | private void OnEnable()
    method OnFocus (line 121) | private void OnFocus()
    method OnLostFocus (line 128) | private void OnLostFocus()
    method OnGUI (line 135) | private void OnGUI()
    method shouldSelect (line 225) | private bool shouldSelect(SlideDeck deck, int index)
    method itemPlayHandler (line 236) | private void itemPlayHandler(SlideDeck deck, int index)
    method slideChangedHandler (line 243) | private void slideChangedHandler(object sender, SlideEventArgs e)
    method playmodeChangeHandler (line 248) | private void playmodeChangeHandler()

FILE: Editor/Utils/EditorUtils.cs
  class EditorUtils (line 13) | public static class EditorUtils
    method BuildPresentation (line 19) | public static void BuildPresentation(SlideDeck deck)
    method updateLoaderScene (line 60) | private static void updateLoaderScene(SlideDeck deck)

FILE: Editor/Utils/GUIElements.cs
  class GUIElements (line 8) | internal static class GUIElements
    method GUIElements (line 14) | static GUIElements()
    method Header (line 33) | public static bool Header(GUIContent title, bool expanded)

FILE: Scripts/Behaviours/Empty.cs
  class Empty (line 5) | [ExecuteInEditMode]
    method Awake (line 8) | private void Awake()

FILE: Scripts/Behaviours/Loader.cs
  class Loader (line 8) | public class Loader : MonoBehaviour
    method Start (line 20) | private void Start()

FILE: Scripts/Behaviours/PresentationHelper.cs
  class PresentationHelper (line 15) | [ExecuteInEditMode]
    method OnEnable (line 63) | private void OnEnable()
    method Update (line 70) | private void Update()
    method OnGUI (line 81) | private void OnGUI()
    method OnDestroy (line 129) | private void OnDestroy()

FILE: Scripts/EditorOnly/GameView.cs
  class GameView (line 15) | public class GameView : ScriptableObject
    type State (line 28) | private enum State
    method SetNormal (line 107) | public void SetNormal()
    method SetMaximized (line 126) | public void SetMaximized()
    method SetFullscreen (line 137) | public void SetFullscreen()
    method OnEnable (line 162) | private void OnEnable()
    method createEditorWindow (line 174) | private EditorWindow createEditorWindow()
    method getGameView (line 181) | private EditorWindow getGameView()
    method isMaximized (line 186) | private bool isMaximized(EditorWindow window)
    method initWindowTypes (line 191) | private void initWindowTypes()

FILE: Scripts/Engine.cs
  class Engine (line 58) | public class Engine : ScriptableObject
    type PlayModeChange (line 76) | private enum PlayModeChange
    type PresentationState (line 102) | private enum PresentationState
    method NewDeck (line 231) | public SlideDeck NewDeck()
    method LoadDeck (line 242) | public void LoadDeck(SlideDeck deck = null)
    method SaveDeck (line 268) | public void SaveDeck()
    method StartPresentation (line 280) | public void StartPresentation(int slide = 0)
    method StopPresentation (line 304) | public void StopPresentation()
    method NextSlide (line 321) | public void NextSlide()
    method PreviousSlide (line 329) | public void PreviousSlide()
    method GotoSlide (line 338) | public void GotoSlide(int i)
    method OnEnable (line 348) | private void OnEnable()
    method changePlayMode (line 377) | private void changePlayMode(bool value, PlayModeChange reason)
    method startPresentation (line 389) | private void startPresentation(int slide)
    method gotoSlide (line 407) | private void gotoSlide(int i)
    method changeSlide (line 471) | private void changeSlide()
    method addScenesToBuildSettings (line 515) | private void addScenesToBuildSettings()
    method saveEditorState (line 524) | private void saveEditorState()
    method restoreEditorState (line 532) | private void restoreEditorState()
    method openEmptyScene (line 540) | private void openEmptyScene()
    method subscribeToEvents (line 549) | private void subscribeToEvents()
    method unsubscribeFromEvents (line 558) | private void unsubscribeFromEvents()
    method createSceneHelper (line 569) | private void createSceneHelper()
    method destroySceneHelper (line 585) | private void destroySceneHelper()
    method updateHandler (line 609) | private void updateHandler()
    method playmodeChangeHandler (line 620) | private void playmodeChangeHandler()
    method previousSlideHandler (line 695) | private void previousSlideHandler(object sender, EventArgs e)
    method nextSlideHandler (line 703) | private void nextSlideHandler(object sender, EventArgs e)
    method frameHandler (line 712) | private void frameHandler(object sender, EventArgs e)
    class Ticker (line 731) | private class Ticker
      method Ticker (line 737) | public Ticker(float interval, Action action)
      method Tick (line 745) | public void Tick()
      method reset (line 755) | private void reset()
  class SlideEventArgs (line 767) | public class SlideEventArgs : EventArgs
    method SlideEventArgs (line 778) | public SlideEventArgs(int index)

FILE: Scripts/PresentationSlide.cs
  class PresentationSlide (line 13) | [Serializable]
    method PrepareForBuild (line 45) | public void PrepareForBuild()

FILE: Scripts/Properties.cs
  class Properties (line 14) | public class Properties : ScriptableObject
    method Properties (line 83) | protected Properties()

FILE: Scripts/SlideDeck.cs
  class SlideDeck (line 15) | [CreateAssetMenu(fileName = "Slide Deck", menuName = "Slide Deck")]
    type PlayModeType (line 23) | [Flags]
    type VisibilityType (line 45) | [Flags]
    method Save (line 146) | public void Save(bool createAssetIfNeeded = false)
    method PrepareSlidesForBuild (line 170) | public void PrepareSlidesForBuild()
    method GetSlides (line 182) | public List<PresentationSlide> GetSlides(PlayModeType playmode, Visibi...

FILE: Scripts/Utils/PresentationUtils.cs
  class PresentationUtils (line 11) | public class PresentationUtils

FILE: Scripts/Utils/SceneUtils.cs
  class SceneUtils (line 15) | public static class SceneUtils
    method GetNonDeckScenes (line 46) | public static List<EditorBuildSettingsScene> GetNonDeckScenes(SlideDec...
    method UpdateBuildScenes (line 71) | public static void UpdateBuildScenes(SlideDeck deck, SlideDeck.PlayMod...
    method GetBuildScenes (line 83) | public static List<EditorBuildSettingsScene> GetBuildScenes(SlideDeck ...

FILE: Unity/Template Slides/Dark Theme/MeshObjectInFrontOfSlide/Scripts/CubeBehaviour.cs
  class CubeBehaviour (line 4) | public class CubeBehaviour : MonoBehaviour {
    method spinToggle (line 9) | public void spinToggle(bool toggleValue){
    method Update (line 13) | void Update(){
    method UpdateSpinSpeed (line 19) | public void UpdateSpinSpeed(float sliderValue){

FILE: Unity/Template Slides/Dark Theme/RenderTextureInSlide/Scripts/BounceSphereBehaviour.cs
  class BounceSphereBehaviour (line 4) | public class BounceSphereBehaviour : MonoBehaviour {
    method Start (line 9) | void Start(){
    method Update (line 13) | void Update(){

FILE: Unity/Template Slides/Dark Theme/RenderTextureInSlide/Scripts/DirectionalLightBehaviour.cs
  class DirectionalLightBehaviour (line 4) | public class DirectionalLightBehaviour : MonoBehaviour {
    method UpdateLightRotation (line 6) | public void UpdateLightRotation(float sliderValue){

FILE: Unity/Template Slides/_SharedRecources/Scripts/TextGradientVertexColoring.cs
  class TextGradientVertexColoring (line 5) | public class TextGradientVertexColoring : BaseMeshEffect
    method ModifyMesh (line 12) | public override void ModifyMesh(VertexHelper vh)
Copy disabled (too large) Download .json
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    "path": "Editor/Inspectors/SlideDeckEditor.cs",
    "chars": 9639,
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// ... and 187 more files (download for full content)

About this extraction

This page contains the full source code of the UnityTechnologies/Presentation GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 387 files (11.3 MB), approximately 3.0M tokens, and a symbol index with 104 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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