“hujiajun” 2 months ago
commit
a708bb56d5
100 changed files with 14629 additions and 0 deletions
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Assets/AssetViewer.unity.meta

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+ 25 - 0
Assets/BGTipCheck.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+[ExecuteInEditMode]
+public class BGTipCheck : MonoBehaviour
+{
+    // Update is called once per frame
+    void Update()
+    {
+
+        float bl2 = (float)Screen.width / 430f;
+
+
+        float bz = Screen.height / ((847f * bl2 ));
+        if (bz <1f)
+        {
+            float js = ((847f));
+            bl2 = Screen.height / js;
+        }
+
+        this.transform.localScale = new Vector3(bl2, bl2, bl2);
+    }
+}

+ 11 - 0
Assets/BGTipCheck.cs.meta

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+ 19 - 0
Assets/BGUICheck.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+[ExecuteInEditMode]
+public class BGUICheck : MonoBehaviour
+{
+
+    // Update is called once per frame
+    void Update()
+    {
+            float bl2 = (float)Screen.height / this.GetComponent<RawImage>().texture.height;
+
+            this.GetComponent<RectTransform>().sizeDelta = new Vector2(this.GetComponent<RawImage>().texture.width, this.GetComponent<RawImage>().texture.height);
+            this.transform.localScale = new Vector3(bl2, bl2, bl2);
+    
+    }
+}

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Assets/BGUICheck.cs.meta

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+ 60 - 0
Assets/ButtomUICheck.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+[ExecuteInEditMode]
+public class ButtomUICheck : MonoBehaviour
+{
+    // Update is called once per frame
+    void Update()
+    {
+        RawImage raw = this.transform.parent.GetComponent<RawImage>();
+        RawImage raw2 = this.transform.GetComponent<RawImage>();
+
+        this.GetComponent<RectTransform>().sizeDelta = new Vector2(raw2.texture.width, raw2.texture.height);
+
+        float bl2 = 0;
+        if (Screen.width<= Screen.height)
+        {
+            if ((raw.texture.width * this.transform.parent.localScale.x)> Screen.width)
+            {
+             //   Debug.Log("44444");
+                bl2 = (float)Screen.width/((float)(raw2.texture.width) * this.transform.parent.localScale.x)   ;
+              
+            }
+            else
+            {
+             //   Debug.Log("33333");
+                bl2 = (float)raw.texture.width / ((float)(raw2.texture.width * this.transform.parent.localScale.x));
+             
+            }
+
+        }
+        else
+        {
+            if ((raw.texture.width * this.transform.parent.localScale.x) > Screen.width)
+            {
+               // Debug.Log("22222");
+                bl2 = (float)Screen.width / ((float)(raw2.texture.width) * this.transform.parent.localScale.x);
+           
+            }
+            else
+            {
+              //  Debug.Log("11111");
+                 bl2 = (float)raw.texture.width / ((float)(raw2.texture.width));
+               
+            }
+        }
+
+        float bz = Screen.height / ((raw2.texture.height * bl2 * this.transform.parent.localScale.x));
+        if(bz<3)
+        {
+            float js = 3 * ((raw2.texture.height * this.transform.parent.localScale.x));
+            bl2 = Screen.height/ js;
+        }
+
+        this.transform.localScale = new Vector3(bl2, bl2, bl2);
+
+    }
+}

+ 11 - 0
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+ 14 - 0
Assets/CheckSize.cs

@@ -0,0 +1,14 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class CheckSize : MonoBehaviour
+{
+
+    // Update is called once per frame
+    void Update()
+    {
+        this.GetComponent<RectTransform>().sizeDelta = new Vector2(this.GetComponent<RectTransform>().sizeDelta.x,this.GetComponentInChildren<Text>().GetComponent<RectTransform>().sizeDelta.y);
+    }
+}

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+ 304 - 0
Assets/DragHandle.cs

@@ -0,0 +1,304 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using UnityEngine.EventSystems;
+
+namespace MinorFunction
+{
+    public enum DragHandleMode
+    {
+        Free, // 自由拖拽
+        WithinScreen, // 在屏幕内拖拽
+        WithinParent, // 在父对象内拖拽
+    }
+
+    [RequireComponent(typeof(CanvasGroup))]
+    public class DragHandle : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
+    {
+        public DragHandleMode dragMode = DragHandleMode.Free;
+
+        // 是否偏移
+        public bool isOffset = true;
+        // 是否位置重叠判定
+        public bool isOverlap = true;
+        // 拖动置顶层级
+        public bool isDragTop = false;
+
+
+        // 偏移向量
+        private Vector2 offset = Vector2.zero;
+
+
+
+
+
+        public UnityEvent onBeginDrag;// 开始拖动 
+        public UnityEvent onDrag;// 拖动  
+        public UnityEvent onEndDrag; // 拖动结束
+
+        [HideInInspector]
+        public SlotHandle currentSlotHandle;
+
+        public SlotHandle[] slotHandles;
+
+        public void OnBeginDrag(PointerEventData eventData)
+        {
+            slotHandles = Object.FindObjectsOfType<SlotHandle>();
+
+            offset = eventData.position - (Vector2)transform.position;
+            gameObject.GetComponent<CanvasGroup>().blocksRaycasts = false;
+            if (isDragTop)
+            {
+                transform.SetAsLastSibling();
+            }
+
+            onBeginDrag?.Invoke();
+        }
+
+        public void OnDrag(PointerEventData eventData)
+        {
+            switch (dragMode)
+            {
+                case DragHandleMode.Free:
+                    SetFreeDrag(eventData);
+                    break;
+                case DragHandleMode.WithinScreen:
+                    SetDragWithinScreen(eventData);
+                    break;
+                case DragHandleMode.WithinParent:
+                    SetDragWithinParent(eventData);
+                    break;
+
+            }
+
+            onDrag?.Invoke();
+        }
+
+        public void OnEndDrag(PointerEventData eventData)
+        {
+            gameObject.GetComponent<CanvasGroup>().blocksRaycasts = true;
+            if (isOverlap)
+            {
+
+                bool overlap = false;
+                int overlapIndex = 0;
+                for (int i = 0; i < slotHandles.Length; i++)
+                {
+                    if (IsRectanglesOverlapping(GetComponent<RectTransform>(), slotHandles[i].GetComponent<RectTransform>()))
+                    {
+                        overlap = true;
+                        overlapIndex = i;
+                        break;
+                    }
+                }
+                if (overlap)
+                {
+                    //Debug.Log($"{gameObject.name}  有重叠  {slotHandles[overlapIndex].gameObject.name}");
+
+                    slotHandles[overlapIndex].ModifyDrag(this);
+                }
+                else
+                {
+                    if (currentSlotHandle)
+                    {
+                        RemoveSlotHandle();
+                        currentSlotHandle = null;
+                    }
+
+                    //Debug.Log("无任何重叠");
+                }
+            }
+            else
+            {
+                if (currentSlotHandle)
+                {
+                    if (!currentSlotHandle.isEnter)
+                    {
+                        RemoveSlotHandle();
+                        currentSlotHandle = null;
+                    }
+                }
+            }
+
+
+
+            onEndDrag?.Invoke();
+
+        }
+
+        /// <summary>
+        /// 移除SlotHandle
+        /// </summary>
+        public void RemoveSlotHandle()
+        {
+            currentSlotHandle.onDragExit?.Invoke(this);
+            currentSlotHandle.currentDragHandles.Remove(this);
+            currentSlotHandle = null;
+        }
+
+        #region  拖动模式
+        // 自由拖动
+        public void SetFreeDrag(PointerEventData eventData)
+        {
+            if (isOffset)
+            {
+                transform.position = eventData.position - offset;
+            }
+            else
+            {
+                transform.position = eventData.position;
+            }
+        }
+        // 设置屏幕内拖动
+        public void SetDragWithinScreen(PointerEventData eventData)
+        {
+            RectTransform rectTransform = transform as RectTransform;
+            Vector2 pos = Vector2.zero;
+            if (isOffset)
+            {
+                pos = eventData.position - offset;
+            }
+            else
+            {
+                pos = eventData.position;
+            }
+
+
+            // 屏幕范围
+            float parentMinX = 0;
+            float parentMinY = 0;
+            float parentMaxX = Screen.width;
+            float parentMaxY = Screen.height;
+
+            var pivotDistance = GetPivotDistance(rectTransform);
+
+            float pivotMinX = pivotDistance.pivotMinX;
+            float pivotMinY = pivotDistance.pivotMinY;
+            float pivotMaxX = pivotDistance.pivotMaxX;
+            float pivotMaxY = pivotDistance.pivotMaxY;
+
+
+
+            // 限制范围
+            float minX = parentMinX + pivotMinX;
+            float minY = parentMinY + pivotMinY;
+            float maxX = parentMaxX - pivotMaxX;
+            float maxY = parentMaxY - pivotMaxY;
+
+
+            // 限制拖动范围
+            pos.x = Mathf.Clamp(pos.x, minX, maxX);
+            pos.y = Mathf.Clamp(pos.y, minY, maxY);
+
+
+            transform.position = pos;
+        }
+        // 限制矩形内拖动
+        public void SetDragWithinParent(PointerEventData eventData)
+        {
+            RectTransform rectTransform = transform as RectTransform;
+            RectTransform parentRectTransform = transform.parent as RectTransform;
+            Vector2 pos = Vector2.zero;
+            if (isOffset)
+            {
+                pos = eventData.position - offset;
+            }
+            else
+            {
+                pos = eventData.position;
+            }
+
+
+
+
+            var parentMinMax = GetMinMax(parentRectTransform);
+
+            float parentMinX = parentMinMax.minX;
+            float parentMinY = parentMinMax.minY;
+            float parentMaxX = parentMinMax.maxX;
+            float parentMaxY = parentMinMax.maxY;
+
+            var pivotDistance = GetPivotDistance(rectTransform);
+
+            float pivotMinX = pivotDistance.pivotMinX;
+            float pivotMinY = pivotDistance.pivotMinY;
+            float pivotMaxX = pivotDistance.pivotMaxX;
+            float pivotMaxY = pivotDistance.pivotMaxY;
+
+            // 限制范围
+            float minX = parentMinX + pivotMinX;
+            float minY = parentMinY + pivotMinY;
+            float maxX = parentMaxX - pivotMaxX;
+            float maxY = parentMaxY - pivotMaxY;
+
+
+            // 限制拖动范围
+            pos.x = Mathf.Clamp(pos.x, minX, maxX);
+            pos.y = Mathf.Clamp(pos.y, minY, maxY);
+
+
+            transform.position = pos;
+        }
+
+        #endregion
+
+        #region 功能
+        // 计算物体中心点到四条边的距离
+        public (float pivotMinX, float pivotMinY, float pivotMaxX, float pivotMaxY) GetPivotDistance(RectTransform rectTransform)
+        {
+            float width = rectTransform.rect.width;
+            float height = rectTransform.rect.height;
+
+            // 注:这里一定要使用全局坐标,不然计算会受到父物体缩放的影响
+            float scaleX = rectTransform.lossyScale.x;
+            float scaleY = rectTransform.lossyScale.y;
+
+            Vector2 pivot = rectTransform.pivot;
+            float pivotMinX = width * pivot.x * scaleX;
+            float pivotMinY = height * pivot.y * scaleY;
+            float pivotMaxX = width * (1 - pivot.x) * scaleX;
+            float pivotMaxY = height * (1 - pivot.y) * scaleY;
+            return (pivotMinX, pivotMinY, pivotMaxX, pivotMaxY);
+        }
+
+        // 计算物体X,Y最大值最小值
+        public (float minX, float minY, float maxX, float maxY) GetMinMax(RectTransform rectTransform)
+        {
+
+            float parentX = rectTransform.position.x;
+            float parentY = rectTransform.position.y;
+
+            var pivotDistance = GetPivotDistance(rectTransform);
+
+            float pivotMinX = pivotDistance.pivotMinX;
+            float pivotMinY = pivotDistance.pivotMinY;
+            float pivotMaxX = pivotDistance.pivotMaxX;
+            float pivotMaxY = pivotDistance.pivotMaxY;
+
+            float minX = parentX - pivotMinX;
+            float minY = parentY - pivotMinY;
+            float maxX = parentX + pivotMaxX;
+            float maxY = parentY + pivotMaxY;
+
+            return (minX, minY, maxX, maxY);
+        }
+
+        public bool IsRectanglesOverlapping(RectTransform rect1, RectTransform rect2)
+        {
+            Vector2 rect1Min = rect1.anchoredPosition - (rect1.sizeDelta * rect1.pivot) * rect1.lossyScale;
+            Vector2 rect1Max = rect1.anchoredPosition + (rect1.sizeDelta * (Vector2.one - rect1.pivot)) * rect1.lossyScale;
+
+            Vector2 rect2Min = rect2.anchoredPosition - (rect2.sizeDelta * rect2.pivot) * rect2.lossyScale;
+            Vector2 rect2Max = rect2.anchoredPosition + (rect2.sizeDelta * (Vector2.one - rect2.pivot)) * rect2.lossyScale;
+
+            // 判断矩形 1 的最右边小于矩形 2 的最左边,或者矩形 2 的最右边小于矩形 1 的最左边,说明没有水平方向重叠
+            if (rect1Max.x < rect2Min.x || rect2Max.x < rect1Min.x || rect1Max.y < rect2Min.y || rect2Max.y < rect1Min.y)
+            {
+                return false;
+            }
+            return true;
+        }
+        #endregion 
+    }
+}

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Assets/FollowUI.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+
+public class FollowUI : MonoBehaviour
+{
+    public RawImage follow;
+
+    // Update is called once per frame
+    void Update()
+    {
+        float bl2 = (float)Screen.height / follow.texture.height;
+
+        this.GetComponent<RectTransform>().sizeDelta = new Vector2(follow.texture.width, this.GetComponent<RawImage>().texture.height);
+        this.transform.localScale = new Vector3(bl2, bl2, bl2);
+    }
+}

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+mergeInto(LibraryManager.library, {
+    SetWebGLARCameraSettings: function(settings)
+	{
+    	window.arCamera.setARCameraSettings(UTF8ToString(settings));
+    },
+    WebGLStartCamera: function()
+    {
+        window.StartWebcam();
+    },
+    WebGLIsCameraStarted: function()
+    {
+        if(!window.arCamera){
+            console.error('%carCamera not found! Please make sure to use the correct WebGLTemplate in your ProjectSettings','font-size: 32px; font-weight: bold');
+            throw new Error("arCamera not found! Please make sure to use the correct WebGLTemplate in your ProjectSettings");
+            return;
+        }
+        return arCamera.isCameraStarted;
+    },
+    WebGLGetCameraFov: function()
+    {
+        return window.arCamera.FOV;
+    },
+    WebGLUnpauseCamera: function()
+	{
+    	window.arCamera.unpauseCamera();
+    },
+    WebGLPauseCamera: function()
+	{
+    	window.arCamera.pauseCamera();
+    },
+    WebGLFlipCamera: function(){
+        window.FlipCam();
+    },
+    WebGLIsCameraFlipped: function(){
+        return window.arCamera.videoCanvas.style.transform == "scaleX(-1)";
+    },
+    WebGLGetVideoDims: function()
+    {
+        var data = window.arCamera.getVideoDims();
+        var bufferSize = lengthBytesUTF8(data) + 1;
+        var buffer =  unityInstance.Module._malloc(bufferSize);
+        stringToUTF8(data, buffer, bufferSize);
+        return buffer;
+    },
+    WebGLSubscribeVideoTexturePtr: function(textureId){
+        arCamera.updateUnityVideoTextureCallback = ()=>{
+            var videoCanvas = window.arCamera.VIDEO//videoCapture;
+            textureObj = GL.textures[textureId];
+
+            if (videoCanvas == null || textureObj == null) return;      
+
+            GLctx.bindTexture(GLctx.TEXTURE_2D, textureObj);
+            GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_WRAP_S, GLctx.CLAMP_TO_EDGE);
+            GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_WRAP_T, GLctx.CLAMP_TO_EDGE);
+            GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_MIN_FILTER, GLctx.LINEAR);
+            GLctx.pixelStorei(GLctx.UNPACK_FLIP_Y_WEBGL, true); 
+            GLctx.texSubImage2D(GLctx.TEXTURE_2D, 0, 0, 0, GLctx.RGBA, GLctx.UNSIGNED_BYTE, videoCanvas);
+            GLctx.pixelStorei(GLctx.UNPACK_FLIP_Y_WEBGL, false);
+
+            //console.log("updateUnityVideoTextureCallback - webcam texture updated " + textureId);
+        }
+    },
+    WebGLGetCameraTexture: function(textureId){
+        var videoCanvas = window.arCamera.VIDEO;
+        textureObj = GL.textures[textureId];
+
+        if (canvas == null || textureObj == null) return;      
+
+        GLctx.bindTexture(GLctx.TEXTURE_2D, textureObj);
+        GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_WRAP_S, GLctx.CLAMP_TO_EDGE);
+        GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_WRAP_T, GLctx.CLAMP_TO_EDGE);
+        GLctx.texParameteri(GLctx.TEXTURE_2D, GLctx.TEXTURE_MIN_FILTER, GLctx.LINEAR);
+        GLctx.pixelStorei(GLctx.UNPACK_FLIP_Y_WEBGL, true); 
+        GLctx.texSubImage2D(GLctx.TEXTURE_2D, 0, 0, 0, GLctx.RGBA, GLctx.UNSIGNED_BYTE, videoCanvas);
+        GLctx.pixelStorei(GLctx.UNPACK_FLIP_Y_WEBGL, false);
+
+        console.log("WebGLGetCameraTexture " + textureId, videoCanvas);
+
+    },
+    
+    IsWebcamPermissionGranted: function()
+    {
+        return (window.webcamStream != null);
+    },
+}); 

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+  DownloadWebGLTexture: function(img, size, name, ext) {
+    
+    console.log(size);
+
+    var binary = '';
+    for (var i = 0; i < size; i++)
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+
+    //download file
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+    link.download = filename + fileext;
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+    document.body.removeChild(link);
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+    {
+        window.ShowConfirmUrl(UTF8ToString(url));
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+    {
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+        GLctx.clear(mask);
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Assets/Imagine/Common/Scripts/ARCamera.cs

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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Events;
+using System.Runtime.InteropServices;
+
+#if IMAGINE_URP
+using UnityEngine.Rendering;
+using UnityEngine.Rendering.Universal;
+#endif
+
+namespace Imagine.WebAR
+{
+    [RequireComponent(typeof(Camera))]
+    public class ARCamera : MonoBehaviour
+    {
+        [DllImport("__Internal")] private static extern void SetWebGLARCameraSettings(string settings);
+        [DllImport("__Internal")] private static extern void WebGLStartCamera();
+        [DllImport("__Internal")] private static extern bool WebGLIsCameraStarted();
+        [DllImport("__Internal")] private static extern void WebGLUnpauseCamera();
+        [DllImport("__Internal")] private static extern void WebGLPauseCamera();
+        [DllImport("__Internal")] private static extern void WebGLGetCameraTexture(int textureId);
+        [DllImport("__Internal")] private static extern string WebGLGetVideoDims();
+        [DllImport("__Internal")] private static extern string WebGLSubscribeVideoTexturePtr(int textureId);
+        [DllImport("__Internal")] private static extern bool IsWebcamPermissionGranted();
+        [DllImport("__Internal")] private static extern void WebGLFlipCamera();
+        [DllImport("__Internal")] private static extern bool WebGLIsCameraFlipped();
+
+         public enum VideoPlaneMode {
+            NONE,
+            TEXTURE_PTR,
+        }
+
+        [SerializeField] public VideoPlaneMode videoPlaneMode = VideoPlaneMode.TEXTURE_PTR;
+        [SerializeField] private Material videoPlaneMat;
+        [SerializeField] private float videoDistance = 100;
+
+        [SerializeField] public UnityEvent<Vector2> OnResized;
+        
+        [HideInInspector] public Camera cam;
+        private GameObject videoBackground;
+        private Texture2D videoTexture;
+        private int videoTextureId;
+
+
+        [Space][SerializeField] private bool unpausePauseOnEnableDisable = false;
+        [SerializeField] private bool pauseOnDestroy = false;
+        private bool paused = false;
+
+        [SerializeField] private bool pauseOnApplicationLostFocus = false;
+        [SerializeField][Range(0,1000)]private int resizeDelay = 50;
+        
+        [SerializeField] public UnityEvent<bool> OnCameraImageFlipped;
+        [HideInInspector] public bool isFlipped = false;
+
+
+        public enum ARCameraOrientation {PORTRAIT, LANDSCAPE};
+        [SerializeField] public UnityEvent<ARCameraOrientation> OnCameraOrientationChanged;
+        
+        [HideInInspector] public ARCameraOrientation orientation;
+
+        private void Awake()
+        {
+            cam = GetComponent<Camera>();
+        }
+
+
+        public void InitAR()
+        {
+            StartCoroutine(InitARCam());
+        }
+
+        private IEnumerator InitARCam()
+        {
+#if UNITY_WEBGL && !UNITY_EDITOR
+            isFlipped = WebGLIsCameraFlipped();
+#endif
+            OnCameraImageFlipped?.Invoke(isFlipped);
+            OnCameraOrientationChanged?.Invoke(Screen.height > Screen.width ? ARCameraOrientation.PORTRAIT : ARCameraOrientation.LANDSCAPE);
+
+            
+#if IMAGINE_URP
+            //Debug.Log(GraphicsSettings.defaultRenderPipeline.GetType());
+            if (GraphicsSettings.currentRenderPipeline != null &&
+                 GraphicsSettings.defaultRenderPipeline.GetType().ToString().EndsWith("UniversalRenderPipelineAsset") &&
+                 videoPlaneMode == VideoPlaneMode.NONE
+                 )
+            {
+                Debug.Log("URP detected");
+                cam.clearFlags = CameraClearFlags.Depth;
+                cam.allowHDR = false;
+                var camData = GetComponent<UniversalAdditionalCameraData>();
+                camData.renderPostProcessing = false;
+
+                Debug.Log(cam.clearFlags + " " + camData.renderPostProcessing);
+            }
+#endif
+            SetARCameraSettings();
+            StartCamera();
+            yield break;
+            
+        }
+
+        private void OnEnable(){
+            if(unpausePauseOnEnableDisable)
+                UnpauseCamera();
+        }
+
+        private void OnDisable(){
+            if(unpausePauseOnEnableDisable)
+                PauseCamera();
+        }
+
+        private void OnDestroy(){
+            if(pauseOnDestroy)
+                PauseCamera();
+        }
+
+        void SetARCameraSettings(){
+
+            var json = "{";
+            json += "\"UNITY_VIDEOPLANE\":" + (videoPlaneMode != VideoPlaneMode.NONE ? "true" : "false") +  ",";
+            json += "\"RESIZE_DELAY\":" + resizeDelay;
+            json += "}";
+#if UNITY_WEBGL && !UNITY_EDITOR
+            SetWebGLARCameraSettings(json);
+#endif
+        }
+
+        void StartCamera(){
+#if UNITY_WEBGL && !UNITY_EDITOR
+            if(WebGLIsCameraStarted()){
+                Debug.Log("SetVideoDims");
+                SetVideoDims();
+            }
+            else{
+                Debug.Log("StartCamera");
+                WebGLStartCamera();
+            }
+#endif  
+        }
+
+        void OnStartWebcamSuccess(){
+            SetVideoDims();
+        }
+
+        void OnStartWebcamFail(){
+            Debug.LogError("Webcam failed to start!");
+        }
+
+        void SetCameraFov(float fov)
+        {
+            cam.fieldOfView = fov;
+            Debug.Log("SetCameraFov " + cam.fieldOfView);
+        }
+
+        public void PauseCamera()
+        {
+            if(paused)
+                return;
+
+            Debug.Log("Pausing Camera...");
+#if UNITY_WEBGL && !UNITY_EDITOR
+            WebGLPauseCamera();
+#endif
+            paused = true;
+        }
+
+        public void UnpauseCamera()
+        {
+            if(!paused)
+                return;
+
+            Debug.Log("Unpausing Camera...");
+#if UNITY_WEBGL && !UNITY_EDITOR
+            WebGLUnpauseCamera();
+#endif
+            paused = false;
+        }
+
+
+
+        public void Resize(string dims)
+        {
+
+// #if UNITY_WEBGL && !UNITY_EDITOR
+//             //this will tell arCamera in js if unity is also rendering a videoplane
+//             //and will avoid rendering duplicate planes, and save some fps
+//             WebGLUseUnityVideoPlane(videoPlaneMode != VideoPlaneMode.NONE);
+// #endif
+
+            var vals = dims.Split(new string[] { "," }, System.StringSplitOptions.RemoveEmptyEntries);
+            var width = int.Parse(vals[0]);
+            var height = int.Parse(vals[1]);
+
+            Debug.Log("Got Video Texture Size - " + width + " x " + height);
+            OnResized?.Invoke(new Vector2(width, height));
+
+            if(videoPlaneMode == VideoPlaneMode.NONE)
+            {
+                //we resize only when videoplane is active
+                return;
+            }
+
+            if(videoBackground != null){
+                Destroy(videoBackground);
+            }
+            CreateVideoPlane(width, height);
+
+            if(videoTexture != null)
+                Destroy(videoTexture);
+            
+            videoTexture = new Texture2D(width, height);
+
+
+            videoPlaneMat.mainTexture = videoTexture;
+            videoTextureId = (int)videoTexture.GetNativeTexturePtr();
+
+            Debug.Log("Unity WebGLSubscribeVideoTexturePtr -> " + videoTextureId);
+#if UNITY_WEBGL && !UNITY_EDITOR
+            WebGLSubscribeVideoTexturePtr(videoTextureId);
+#endif
+
+        }
+
+
+        void CreateVideoPlane(int width, int height)
+        {
+            Debug.Log("Init video plane");
+
+            videoBackground = GameObject.CreatePrimitive(PrimitiveType.Quad);
+            videoBackground.name = "VideoBackground";
+            videoBackground.transform.parent = transform;
+
+            videoPlaneMat.mainTexture = null;
+            videoBackground.GetComponent<Renderer>().material = videoPlaneMat;
+
+            var ar = (float)Screen.width / (float)Screen.height;
+            var v_ar = (float)width / (float)height;
+
+            float heightScale = 1;
+
+            if(v_ar > ar){
+                Debug.Log("Bleed horizontally");
+                heightScale = 2 * videoDistance * Mathf.Tan(cam.fieldOfView * Mathf.Deg2Rad / 2);
+            }
+            else{
+                Debug.Log("Bleed vertically");
+                var heightRatio = ar / v_ar;
+                heightScale = 2 * videoDistance * Mathf.Tan(cam.fieldOfView * Mathf.Deg2Rad / 2) * heightRatio;
+            }
+
+            var widthScale = heightScale * v_ar * (isFlipped ? -1 : 1);
+
+            videoBackground.transform.localScale = new Vector3(widthScale, heightScale, 1);
+            videoBackground.transform.localPosition = new Vector3(0, 0, videoDistance);
+            videoBackground.transform.localEulerAngles = Vector3.zero;
+        }
+
+        void SetVideoDims(){
+            Resize( WebGLGetVideoDims());
+        }
+
+        // public void DebugDrawDataUrl(string dataUrl, int width, int height){
+        //     Resize(width + "," + height);
+
+        //     dataUrl = dataUrl.Replace("data:image/png;base64,", "");
+        //     var oldTex = videoPlaneMat.mainTexture;
+        //     if( oldTex != null){
+        //         Destroy(oldTex);
+        //     }
+
+        //     Texture2D tex = new Texture2D (width, height);
+        //     tex.LoadImage(System.Convert.FromBase64String(dataUrl));
+        //     tex.Apply ();
+        //     videoPlaneMat.mainTexture = tex;
+        // }
+
+        void OnApplicationFocus(bool hasFocus)
+        {
+            if(pauseOnApplicationLostFocus){
+#if UNITY_WEBGL && !UNITY_EDITOR
+                if(WebGLIsCameraStarted()){
+                    if(hasFocus)
+                        UnpauseCamera();
+                    else
+                        PauseCamera();
+                }
+#endif
+            }
+        }
+
+        void OnApplicationPause(bool pauseStatus)
+        {
+            if(pauseOnApplicationLostFocus){
+#if UNITY_WEBGL && !UNITY_EDITOR
+                if(WebGLIsCameraStarted()){
+                    if(!pauseStatus)
+                        UnpauseCamera();
+                    else
+                        PauseCamera();
+                }
+#endif
+            }
+        }
+
+        public void FlipCamera(){
+#if UNITY_WEBGL && !UNITY_EDITOR
+            WebGLFlipCamera();
+#endif
+        }
+        void SetFlippedMessage (string message){
+            Debug.Log("OnFlippedMessage = " + message);
+            isFlipped = message == "true";
+            OnCameraImageFlipped?.Invoke(isFlipped);
+
+            //flip videoPlane
+            if(videoBackground != null){
+                var newScale = videoBackground.transform.localScale;
+                newScale.x = Mathf.Abs(newScale.x) * (isFlipped ? -1 : 1);
+                videoBackground.transform.localScale = newScale;
+            }
+        }
+
+        void SetOrientationMessage (string message){
+            Debug.Log("OrientationMessage = " + message);
+            orientation = message == "PORTRAIT" ? ARCameraOrientation.PORTRAIT : ARCameraOrientation.LANDSCAPE;
+            OnCameraOrientationChanged?.Invoke(orientation);
+        }
+    }
+}
+

+ 11 - 0
Assets/Imagine/Common/Scripts/ARCamera.cs.meta

@@ -0,0 +1,11 @@
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+ 28 - 0
Assets/Imagine/Common/Scripts/ARCameraGlobalSettings.cs

@@ -0,0 +1,28 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Imagine.WebAR{
+    [CreateAssetMenu(fileName = "ARCameraGlobalSettings", menuName = "Imagine/ARCameraGlobalSettings", order = 1)]
+
+    public class ARCameraGlobalSettings : ScriptableObject
+    {
+        public enum FacingMode {BACK, FRONT, DONT_OVERRIDE};
+        [SerializeField] public FacingMode facingMode;
+        
+        
+        private static ARCameraGlobalSettings _instance;
+        public static ARCameraGlobalSettings Instance
+        {
+            get
+            {
+                if(_instance == null)
+                {
+                    _instance = Resources.Load<ARCameraGlobalSettings>("ARCameraGlobalSettings");
+                }
+                return _instance;
+
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/ARCameraGlobalSettings.cs.meta

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+ 8 - 0
Assets/Imagine/Common/Scripts/Editor.meta

@@ -0,0 +1,8 @@
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+ 47 - 0
Assets/Imagine/Common/Scripts/Editor/PostProcessBuild_ARCam.cs

@@ -0,0 +1,47 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.IO;
+using System.Linq;
+using UnityEngine;
+using UnityEditor;
+using UnityEditor.Callbacks;
+
+namespace Imagine.WebAR.Editor
+{
+    public class PostProcessBuild_ARCam : MonoBehaviour
+    {
+        [PostProcessBuild]
+        public static void OnPostProcessBuild(BuildTarget target, string buildPath)
+        {
+            string[] htmlLines = File.ReadAllLines(buildPath + "/index.html");
+            
+            var facingMode = ARCameraGlobalSettings.Instance.facingMode;
+            if(facingMode == ARCameraGlobalSettings.FacingMode.DONT_OVERRIDE)
+                return;
+            
+            if(facingMode == ARCameraGlobalSettings.FacingMode.BACK){
+                htmlLines = ReplaceFacingMode(htmlLines, "environment");
+            }
+            else if(facingMode == ARCameraGlobalSettings.FacingMode.FRONT){
+                htmlLines = ReplaceFacingMode(htmlLines, "user");
+            }
+            // else if(facingMode == ARCameraGlobalSettings.FacingMode.BACK_AND_FRONT){
+            //     htmlLines = ReplaceFacingMode(htmlLines, "");
+            // }
+
+            File.WriteAllLines(buildPath + "/index.html", htmlLines); 
+        }
+
+        static string[] ReplaceFacingMode(string[] lines, string facingMode){
+            for(var i = 0; i < lines.Length; i++){
+                if(lines[i].Contains("window.unityFacingMode = ")){
+                    lines[i] = "\t\twindow.unityFacingMode = \"" + facingMode + "\"";
+                    Debug.Log("Facing Mode: " + lines[i]);
+                };
+            }
+
+            return lines;
+        }
+    }
+}
+

+ 11 - 0
Assets/Imagine/Common/Scripts/Editor/PostProcessBuild_ARCam.cs.meta

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+ 8 - 0
Assets/Imagine/Common/Scripts/Helpers.meta

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+ 30 - 0
Assets/Imagine/Common/Scripts/Helpers/Billboard.cs

@@ -0,0 +1,30 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Imagine.WebAR.Samples
+{
+    public class Billboard : MonoBehaviour
+    {
+        [SerializeField] Camera mainCamera;
+        
+        private enum BillboardMode {Y_UP, ALL_AXES}
+        [SerializeField] BillboardMode mode = BillboardMode.Y_UP;
+        void LateUpdate()
+        {
+            if (mode == BillboardMode.ALL_AXES){
+                transform.LookAt(mainCamera.transform);
+            }
+            else{
+
+                transform.LookAt(mainCamera.transform);
+                var eul = transform.localEulerAngles;
+                eul.x = 0;
+                eul.z = 0;
+                transform.localEulerAngles = eul;
+            }
+
+            transform.Rotate(0, 180, 0);
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/Billboard.cs.meta

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+ 15 - 0
Assets/Imagine/Common/Scripts/Helpers/CustomEventSystem.cs

@@ -0,0 +1,15 @@
+using UnityEngine.EventSystems;
+ 
+//This script is used as a workaround to the unresponsive Unity UI in Safari and Brave caused by a Unity bug
+//If you already upgraded to Unity 2022, you may no longer need this
+//https://forum.unity.com/threads/ui-button-stops-working-permanently-after-switching-tabs-on-mobile-safari.1029688/
+namespace Imagine.WebAR.Samples
+{
+    public class CustomEventSystem : EventSystem
+    {
+        protected override void OnApplicationFocus(bool hasFocus)
+        {
+            // Do Nothing
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/CustomEventSystem.cs.meta

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+ 17 - 0
Assets/Imagine/Common/Scripts/Helpers/DemoSceneLoader.cs

@@ -0,0 +1,17 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.SceneManagement;
+
+
+namespace Imagine.WebAR.Samples
+{
+    public class DemoSceneLoader : MonoBehaviour
+    {
+        public void LoadScene(string sceneName)
+        {
+            SceneManager.LoadScene(sceneName);
+        }
+    }
+}
+

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/DemoSceneLoader.cs.meta

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+ 36 - 0
Assets/Imagine/Common/Scripts/Helpers/FPSCounter.cs

@@ -0,0 +1,36 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.UI;
+using TMPro;
+
+/// <summary>
+/// This script calculate the current fps and show it to a text ui.
+/// </summary>
+
+namespace Imagine.WebAR.Samples
+{
+    public class FPSCounter : MonoBehaviour
+    {
+        [SerializeField] private TextMeshProUGUI fpsText;
+
+        public float updateRateSeconds = 3.0f;
+
+        int frameCount = 0;
+        float elapsedTime = 0f;
+        float fps = 0f;
+
+        void Update()
+        {
+            frameCount++;
+            elapsedTime += Time.unscaledDeltaTime;
+            if (elapsedTime >= updateRateSeconds)
+            {
+                fps = 1 / (elapsedTime / frameCount);
+                frameCount = 0;
+                elapsedTime = 0;
+                fpsText.text = System.Math.Round(fps, 1).ToString("0.0");
+            }
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/FPSCounter.cs.meta

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+ 15 - 0
Assets/Imagine/Common/Scripts/Helpers/FloatHelpers.cs

@@ -0,0 +1,15 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace Imagine.WebAR
+{
+    public static class FloatExtensions
+    {
+        //this is needed to properly convert floating point strings for some languages to JSON
+        public static string ToStringInvariantCulture(this float f)
+        {
+            return f.ToString(System.Globalization.CultureInfo.InvariantCulture);
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/FloatHelpers.cs.meta

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+ 21 - 0
Assets/Imagine/Common/Scripts/Helpers/GoToUrl.cs

@@ -0,0 +1,21 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+
+using UnityEngine;
+
+namespace Imagine.WebAR.Samples
+{
+    public class GoToUrl : MonoBehaviour
+    {
+        [DllImport("__Internal")] private static extern void ShowConfirmUrl(string url);
+        public void GoTo(string url){
+#if UNITY_EDITOR || !UNITY_WEBGL
+            Application.OpenURL(url);
+#else
+            ShowConfirmUrl(url);
+#endif
+        }
+    }
+}
+

+ 11 - 0
Assets/Imagine/Common/Scripts/Helpers/GoToUrl.cs.meta

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+ 70 - 0
Assets/Imagine/Common/Scripts/Helpers/SyncVideoSound.cs

@@ -0,0 +1,70 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEngine.Video;
+
+namespace Imagine.WebAR.Samples
+{
+    public class SyncVideoSound : MonoBehaviour
+    {
+        [SerializeField] VideoPlayer video;
+        [SerializeField] AudioSource sound;
+
+        public float lastPos = 0;
+
+        void Awake(){
+            
+        }
+        void OnEnable(){
+            StartCoroutine("SyncRoutine");
+        }
+
+        void OnDisable(){
+            StopCoroutine("SyncRoutine");
+        }
+        
+        IEnumerator SyncRoutine()
+        {
+            var videoRenderer = video.GetComponent<Renderer>();
+            videoRenderer.enabled = false;
+
+            while(!video.isPrepared){
+                Debug.Log("Waiting video preparation");
+                yield return null;
+            }
+
+            video.Play();
+            sound.Play();
+
+            video.time = lastPos;
+            //sound.time = lastPos;
+
+            while(true){
+                if(video.time > 0.01f)
+                {
+                    videoRenderer.enabled = true;
+                }
+                else if(!sound.isPlaying){
+                    sound.time = (float)video.time;
+                    sound.Play();
+
+                }
+                    
+
+                if(Mathf.Abs(sound.time - (float)video.time) > 0.1){
+                    Debug.Log(sound.time + ", " + sound.clip.length);
+                    
+                    sound.time = (float)video.time;
+                    Debug.Log(sound.time + "=>" + video.time);
+                }
+               
+
+                lastPos = (float)video.time;
+                //yield return new WaitForSeconds(0.05f);
+                yield return null;
+            }
+        }
+
+        
+    }
+}

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Assets/Imagine/Common/Scripts/Helpers/SyncVideoSound.cs.meta

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+ 71 - 0
Assets/Imagine/Common/Scripts/ScreenshotManager.cs

@@ -0,0 +1,71 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using System.Runtime.InteropServices;
+
+
+namespace Imagine.WebAR
+{
+    public class ScreenshotManager : MonoBehaviour
+    {
+        [DllImport("__Internal")] private static extern void ShowWebGLScreenshot(string dataUrl);
+
+        private ARCamera arCamera;
+
+        [SerializeField] private AudioClip shutterSound;
+        [SerializeField] private AudioSource shutterSoundSource;
+
+        public Texture2D screenShot;
+
+
+        void Start(){
+            arCamera = GameObject.FindObjectOfType<ARCamera>();
+        }
+
+
+        public void GetScreenShot()
+        {
+            if(arCamera.videoPlaneMode == ARCamera.VideoPlaneMode.NONE)
+            {
+                Debug.LogWarning("Your screenshot will not include the webcam image. Enable Video plane in your AR Camera to properly capture screenshots");
+            }  
+
+            Debug.Log("Getting Screenshot...");
+
+            // Delete old textures to avoid memory leaks
+            if(screenShot != null){
+                Destroy(screenShot);
+            }
+            
+            // Create a RenderTexture to temporarily hold the camera image
+            screenShot = new Texture2D(Screen.width, Screen.height, TextureFormat.RGBA32, false);
+            RenderTexture renderTexture = new RenderTexture(screenShot.width, screenShot.height, 24);
+            Camera.main.targetTexture = renderTexture;
+            Camera.main.Render();
+
+            // Read the pixels from the RenderTexture into the Texture2D
+            RenderTexture.active = renderTexture;
+            screenShot.ReadPixels(new Rect(0, 0, screenShot.width, screenShot.height), 0, 0);
+            screenShot.Apply();
+
+            // Clean up by resetting the targetTexture and releasing the RenderTexture
+            Camera.main.targetTexture = null;
+            RenderTexture.active = null;
+            Destroy(renderTexture);    
+
+
+            if(shutterSoundSource != null && shutterSound != null){
+                shutterSoundSource.PlayOneShot(shutterSound);
+            }
+
+#if UNITY_EDITOR
+            Debug.Log("Screenshots are only displayed on WebGL builds");
+#else
+            byte[] textureBytes = screenShot.EncodeToJPG();
+            string dataUrlStr = "data:image/jpeg;base64," + System.Convert.ToBase64String(textureBytes);
+            ShowWebGLScreenshot(dataUrlStr);
+#endif
+        }
+    }
+}
+

+ 11 - 0
Assets/Imagine/Common/Scripts/ScreenshotManager.cs.meta

@@ -0,0 +1,11 @@
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+ 44 - 0
Assets/Imagine/Common/Scripts/TextureDownloader.cs

@@ -0,0 +1,44 @@
+using System.Collections;
+using System.Collections.Generic;
+using System.Runtime.InteropServices;
+
+using UnityEngine;
+
+namespace Imagine.WebAR
+{
+    public class TextureDownloader : MonoBehaviour
+    {
+        [DllImport("__Internal")] private static extern void DownloadWebGLTexture(byte[] img, int size, string filename, string extension);
+
+        private enum FileExtension { PNG, JPEG};
+        [SerializeField] private FileExtension fileExt = FileExtension.PNG;
+
+        public void DownloadTexture(Texture2D texture)
+        {
+
+
+            if(fileExt == FileExtension.PNG)
+            {
+                var bytes = texture.EncodeToPNG();
+                
+#if UNITY_WEBGL && !UNITY_EDITOR
+                DownloadWebGLTexture(bytes, bytes.Length, texture.name, ".png");
+#endif
+            }
+            else if (fileExt == FileExtension.JPEG)
+            {
+                var bytes = texture.EncodeToJPG();
+
+#if UNITY_WEBGL && !UNITY_EDITOR
+                DownloadWebGLTexture(bytes, bytes.Length, texture.name, ".jpeg");
+#endif
+
+            }
+
+#if !UNITY_WEBGL || UNITY_EDITOR
+            Debug.Log("Texture downloads only available in WebGL builds");
+#endif
+
+        }
+    }
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/TextureDownloader.cs.meta

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+ 154 - 0
Assets/Imagine/Common/Scripts/TextureScale.cs

@@ -0,0 +1,154 @@
+// Only works on ARGB32, RGB24 and Alpha8 textures that are marked readable
+
+using System.Threading;
+using UnityEngine;
+
+namespace Imagine.WebAR{
+	public class TextureScale
+	{
+		public class ThreadData
+		{
+			public int start;
+			public int end;
+			public ThreadData (int s, int e) {
+				start = s;
+				end = e;
+			}
+		}
+
+		private static Color[] texColors;
+		private static Color[] newColors;
+		private static int w;
+		private static float ratioX;
+		private static float ratioY;
+		private static int w2;
+		private static int finishCount;
+		private static Mutex mutex;
+
+		public static void Point (Texture2D tex, int newWidth, int newHeight)
+		{
+			ThreadedScale (tex, newWidth, newHeight, false);
+		}
+
+		public static void Bilinear (Texture2D tex, int newWidth, int newHeight)
+		{
+			ThreadedScale (tex, newWidth, newHeight, true);
+		}
+
+		private static void ThreadedScale (Texture2D tex, int newWidth, int newHeight, bool useBilinear)
+		{
+			texColors = tex.GetPixels();
+			newColors = new Color[newWidth * newHeight];
+			if (useBilinear)
+			{
+				ratioX = 1.0f / ((float)newWidth / (tex.width-1));
+				ratioY = 1.0f / ((float)newHeight / (tex.height-1));
+			}
+			else {
+				ratioX = ((float)tex.width) / newWidth;
+				ratioY = ((float)tex.height) / newHeight;
+			}
+			w = tex.width;
+			w2 = newWidth;
+			var cores = Mathf.Min(SystemInfo.processorCount, newHeight);
+			var slice = newHeight/cores;
+
+			finishCount = 0;
+			if (mutex == null) {
+				mutex = new Mutex(false);
+			}
+			if (cores > 1)
+			{
+				int i = 0;
+				ThreadData threadData;
+				for (i = 0; i < cores-1; i++) {
+					threadData = new ThreadData(slice * i, slice * (i + 1));
+					ParameterizedThreadStart ts = useBilinear ? new ParameterizedThreadStart(BilinearScale) : new ParameterizedThreadStart(PointScale);
+					Thread thread = new Thread(ts);
+					thread.Start(threadData);
+				}
+				threadData = new ThreadData(slice*i, newHeight);
+				if (useBilinear)
+				{
+					BilinearScale(threadData);
+				}
+				else
+				{
+					PointScale(threadData);
+				}
+				while (finishCount < cores)
+				{
+					Thread.Sleep(1);
+				}
+			}
+			else
+			{
+				ThreadData threadData = new ThreadData(0, newHeight);
+				if (useBilinear)
+				{
+					BilinearScale(threadData);
+				}
+				else
+				{
+					PointScale(threadData);
+				}
+			}
+
+			tex.Reinitialize(newWidth, newHeight);
+			tex.SetPixels(newColors);
+			tex.Apply();
+
+			texColors = null;
+			newColors = null;
+		}
+
+		public static void BilinearScale (System.Object obj)
+		{
+			ThreadData threadData = (ThreadData) obj;
+			for (var y = threadData.start; y < threadData.end; y++)
+			{
+				int yFloor = (int)Mathf.Floor(y * ratioY);
+				var y1 = yFloor * w;
+				var y2 = (yFloor+1) * w;
+				var yw = y * w2;
+
+				for (var x = 0; x < w2; x++) {
+					int xFloor = (int)Mathf.Floor(x * ratioX);
+					var xLerp = x * ratioX-xFloor;
+					newColors[yw + x] = ColorLerpUnclamped(ColorLerpUnclamped(texColors[y1 + xFloor], texColors[y1 + xFloor+1], xLerp),
+						ColorLerpUnclamped(texColors[y2 + xFloor], texColors[y2 + xFloor+1], xLerp),
+						y*ratioY-yFloor);
+				}
+			}
+
+			mutex.WaitOne();
+			finishCount++;
+			mutex.ReleaseMutex();
+		}
+
+		public static void PointScale (System.Object obj)
+		{
+			ThreadData threadData = (ThreadData) obj;
+			for (var y = threadData.start; y < threadData.end; y++)
+			{
+				var thisY = (int)(ratioY * y) * w;
+				var yw = y * w2;
+				for (var x = 0; x < w2; x++) {
+					newColors[yw + x] = texColors[(int)(thisY + ratioX*x)];
+				}
+			}
+
+			mutex.WaitOne();
+			finishCount++;
+			mutex.ReleaseMutex();
+		}
+
+		private static Color ColorLerpUnclamped (Color c1, Color c2, float value)
+		{
+			return new Color (c1.r + (c2.r - c1.r)*value, 
+				c1.g + (c2.g - c1.g)*value, 
+				c1.b + (c2.b - c1.b)*value, 
+				c1.a + (c2.a - c1.a)*value);
+		}
+	}
+}

+ 11 - 0
Assets/Imagine/Common/Scripts/TextureScale.cs.meta

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+ 8 - 0
Assets/Imagine/Common/Shaders.meta

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+ 101 - 0
Assets/Imagine/Common/Shaders/ARShadow URP.shader

@@ -0,0 +1,101 @@
+Shader "Imagine/ARShadowURP"
+{
+    Properties
+    {
+        _ShadowIntensity ("Intensity", Range (0, 1)) = 0.75
+    }
+ 
+    SubShader
+    {
+        PackageRequirements
+        {
+            "com.unity.render-pipelines.universal": "12.1.6"
+        }
+
+        Tags
+        {
+            "RenderPipeline"="UniversalPipeline"
+            "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent"
+
+        }
+ 
+        Pass
+        {
+            Name "ForwardLit"
+            Tags { "LightMode" = "UniversalForward" }
+ 
+            //Blend DstColor Zero, Zero One
+            Blend SrcAlpha OneMinusSrcAlpha
+            Cull Back
+            //ZTest LEqual
+            //ZWrite Off
+   
+            HLSLPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+ 
+            //#pragma prefer_hlslcc gles
+            //#pragma exclude_renderers d3d11_9x
+            //#pragma target 2.0
+ 
+            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS
+            #pragma multi_compile _ _MAIN_LIGHT_SHADOWS_CASCADE
+            #pragma multi_compile _ _SHADOWS_SOFT
+            #pragma multi_compile_fog
+
+            #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
+ 
+            CBUFFER_START(UnityPerMaterial)
+            float _ShadowIntensity;
+            CBUFFER_END
+ 
+            struct Attributes
+            {
+                float4 positionOS : POSITION;
+                UNITY_VERTEX_INPUT_INSTANCE_ID
+            };
+ 
+            struct Varyings
+            {
+                float4 positionCS               : SV_POSITION;
+                float3 positionWS               : TEXCOORD0;
+                float fogCoord                  : TEXCOORD1;
+                UNITY_VERTEX_INPUT_INSTANCE_ID
+                UNITY_VERTEX_OUTPUT_STEREO
+            };
+ 
+            Varyings vert (Attributes input)
+            {
+                Varyings output = (Varyings)0;
+ 
+                UNITY_SETUP_INSTANCE_ID(input);
+                UNITY_TRANSFER_INSTANCE_ID(input, output);
+                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
+ 
+                VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
+                output.positionCS = vertexInput.positionCS;
+                output.positionWS = vertexInput.positionWS;
+                output.fogCoord = ComputeFogFactor(vertexInput.positionCS.z);
+ 
+                return output;
+            }
+ 
+            half4 frag (Varyings input) : SV_Target
+            {
+                UNITY_SETUP_INSTANCE_ID(input);
+                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input);
+ 
+                half4 color = half4(1,1,1,1);
+ 
+                VertexPositionInputs vertexInput = (VertexPositionInputs)0;
+                vertexInput.positionWS = input.positionWS;
+ 
+                float4 shadowCoord = GetShadowCoord(vertexInput);
+                half shadowAttenutation = MainLightRealtimeShadow(shadowCoord);
+                return half4(0,0,0, (1-shadowAttenutation) * _ShadowIntensity);
+            }
+ 
+            ENDHLSL
+        }
+    }
+}

+ 10 - 0
Assets/Imagine/Common/Shaders/ARShadow URP.shader.meta

@@ -0,0 +1,10 @@
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+ 50 - 0
Assets/Imagine/Common/Shaders/ARShadow.shader

@@ -0,0 +1,50 @@
+Shader "Imagine/ARShadow"
+{
+Properties
+{
+_ShadowIntensity ("Intensity", Range (0, 1)) = 0.75
+}
+
+SubShader
+{
+
+    Tags {"Queue"="AlphaTest" }
+
+    Pass
+    {
+        Tags {"LightMode" = "ForwardBase" }
+        Cull Back
+        Blend SrcAlpha OneMinusSrcAlpha
+        CGPROGRAM
+        #pragma vertex vert
+        #pragma fragment frag
+        #pragma multi_compile_fwdbase
+
+        #include "UnityCG.cginc"
+        #include "AutoLight.cginc"
+        uniform float _ShadowIntensity;
+
+        struct v2f
+        {
+            float4 pos : SV_POSITION;
+            LIGHTING_COORDS(0,1)
+        };
+        v2f vert(appdata_base v)
+        {
+            v2f o;
+            o.pos = UnityObjectToClipPos (v.vertex);
+            TRANSFER_VERTEX_TO_FRAGMENT(o);
+           
+            return o;
+        }
+        fixed4 frag(v2f i) : COLOR
+        {
+            float attenuation = LIGHT_ATTENUATION(i);
+            return fixed4(0,0,0,(1-attenuation)*_ShadowIntensity);
+        }
+        ENDCG
+    }
+
+}
+Fallback "VertexLit"
+}

+ 10 - 0
Assets/Imagine/Common/Shaders/ARShadow.shader.meta

@@ -0,0 +1,10 @@
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+ 97 - 0
Assets/Imagine/Common/Shaders/ChromaCutoutShader.shader

@@ -0,0 +1,97 @@
+Shader "Imagine/ChromaKeyCutout" {
+Properties {
+    _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
+    _MaskCol ("Mask Color", Color)  = (1.0, 0.0, 0.0, 1.0)
+    _Sensitivity ("Threshold Sensitivity", Range(0,1)) = 0.5
+    _Cutoff ("Alpha cutoff", Range(0,1)) = 0.5
+    _Feather ("Feathering", Range(0,1)) = 1
+}
+SubShader {
+    Tags {"Queue"="AlphaTest" "IgnoreProjector"="True" "RenderType"="TransparentCutout"}
+    LOD 100
+
+    Lighting Off
+
+    Pass {
+        CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            #pragma target 2.0
+            #pragma multi_compile_fog
+
+            #include "UnityCG.cginc"
+
+            struct appdata_t {
+                float4 vertex : POSITION;
+                float2 texcoord : TEXCOORD0;
+                UNITY_VERTEX_INPUT_INSTANCE_ID
+            };
+
+            struct v2f {
+                float4 vertex : SV_POSITION;
+                float2 texcoord : TEXCOORD0;
+                UNITY_FOG_COORDS(1)
+                UNITY_VERTEX_OUTPUT_STEREO
+            };
+
+            sampler2D _MainTex;
+            float4 _MainTex_ST;
+            fixed _Cutoff;
+            fixed _Feather;
+
+
+            float4 _MaskCol;
+            float _Sensitivity;
+
+            v2f vert (appdata_t v)
+            {
+                v2f o;
+                UNITY_SETUP_INSTANCE_ID(v);
+                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+                o.vertex = UnityObjectToClipPos(v.vertex);
+                o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
+                UNITY_TRANSFER_FOG(o,o.vertex);
+                return o;
+            }
+
+            fixed4 frag (v2f i) : SV_Target
+            {
+                fixed4 c = tex2D(_MainTex, i.texcoord);
+
+                // float maskY = 0.2989 * _MaskCol.r + 0.5866 * _MaskCol.g + 0.1145 * _MaskCol.b;
+		        // float maskCr = 0.7132 * (_MaskCol.r - maskY);
+ 		        // float maskCb = 0.5647 * (_MaskCol.b - maskY);
+ 
+		        // float Y = 0.2989 * c.r + 0.5866 * c.g + 0.1145 * c.b;
+ 		        // float Cr = 0.7132 * (c.r - Y);
+ 		        // float Cb = 0.5647 * (c.b - Y);
+
+                float MY = 0.2989*_MaskCol.r + 0.5866*_MaskCol.g + 0.1145*_MaskCol.b;
+                float MCr = 0.5 + 0.5*_MaskCol.r - 0.418688*_MaskCol.g - 0.081312*_MaskCol.b;
+                float MCb = 0.5 + -0.168736*_MaskCol.r - 0.331264*_MaskCol.g + 0.5*_MaskCol.b;
+  
+                float Y = 0.2989 * c.r + 0.5866 * c.g + 0.1145 * c.b;
+                float Cr = 0.5 + 0.5*c.r - 0.418688*c.g - 0.081312*c.b;
+                float Cb = 0.5 + -0.168736*c.r - 0.331264*c.g + 0.5*c.b;
+
+                 // float dist = distance(float2(Cr, Cb), float2(MCr, MCb));
+                 float sqDist = (Cr - MCr)*(Cr - MCr) + (Cb - MCb)*(Cb - MCb);
+
+
+                float S2 = _Sensitivity * _Sensitivity;
+                float F2 = _Feather * _Feather;
+                float d = 1;
+                if(sqDist < S2) d = 0;
+                else if(sqDist < F2) d = (sqDist-S2)/(F2-S2);
+                 
+                // float blendValue = smoothstep(_Sensitivity, _Sensitivity, dist);
+
+                clip(d - _Cutoff);
+                return c;//float4(sqDist, sqDist, sqDist, 1);
+
+            }
+        ENDCG
+    }
+}
+
+}

+ 10 - 0
Assets/Imagine/Common/Shaders/ChromaCutoutShader.shader.meta

@@ -0,0 +1,10 @@
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+ 42 - 0
Assets/Imagine/Common/Shaders/DepthMask.shader

@@ -0,0 +1,42 @@
+Shader "Imagine/DepthMask"
+{
+    Properties
+    {
+    }
+    SubShader
+    {
+        Tags
+        {
+            "RenderType" = "Opaque"
+            "Queue" = "Geometry-1"
+        }
+        Pass
+        {
+            ColorMask 0
+
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+
+            #include "UnityCG.cginc"
+
+            struct v2f
+            {
+                float4 pos : SV_POSITION;
+            };
+
+            v2f vert(appdata_base v)
+            {
+                v2f o;
+                o.pos = UnityObjectToClipPos(v.vertex);
+                return o;
+            }
+
+            half4 frag(v2f i) : COLOR
+            {
+                return float4(1,1,1,1);
+            }
+            ENDCG
+        }
+    }
+}

+ 10 - 0
Assets/Imagine/Common/Shaders/DepthMask.shader.meta

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+ 63 - 0
Assets/Imagine/Common/Shaders/IgnoreDepthMask.shader

@@ -0,0 +1,63 @@
+Shader "Imagine/IgnoreDepthMask"
+{
+    Properties
+    {
+        _MainTex ("Texture", 2D) = "white" {}
+    }
+    SubShader
+    {
+        // Tags { "RenderType"="Opaque" }
+        Tags { "Queue" = "Geometry-1" }
+        LOD 100
+
+        Pass
+        {
+            ZWrite Off
+            ZTest Always
+            Cull Off
+
+            CGPROGRAM
+            #pragma vertex vert
+            #pragma fragment frag
+            // make fog work
+            #pragma multi_compile_fog
+
+            #include "UnityCG.cginc"
+
+            struct appdata
+            {
+                float4 vertex : POSITION;
+                float2 uv : TEXCOORD0;
+            };
+
+            struct v2f
+            {
+                float2 uv : TEXCOORD0;
+                UNITY_FOG_COORDS(1)
+                float4 vertex : SV_POSITION;
+            };
+
+            sampler2D _MainTex;
+            float4 _MainTex_ST;
+
+            v2f vert (appdata v)
+            {
+                v2f o;
+                o.vertex = UnityObjectToClipPos(v.vertex);
+                o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+                UNITY_TRANSFER_FOG(o,o.vertex);
+                return o;
+            }
+
+            fixed4 frag (v2f i) : SV_Target
+            {
+                // sample the texture
+                fixed4 col = tex2D(_MainTex, i.uv);
+                // apply fog
+                UNITY_APPLY_FOG(i.fogCoord, col);
+                return col;
+            }
+            ENDCG
+        }
+    }
+}

+ 10 - 0
Assets/Imagine/Common/Shaders/IgnoreDepthMask.shader.meta

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+ 126 - 0
Assets/Imagine/Common/Shaders/UnlitCastShadow.shader

@@ -0,0 +1,126 @@
+Shader "Imagine/UnlitCastShadows"
+{
+    Properties
+    {
+        [HDR]_Color("Albedo", Color) = (1,1,1,1)
+        _MainTex ("Texture", 2D) = "white" {}
+       
+        [Header(Stencil)]
+        _Stencil ("Stencil ID [0;255]", Float) = 0
+        _ReadMask ("ReadMask [0;255]", Int) = 255
+        _WriteMask ("WriteMask [0;255]", Int) = 255
+        [Enum(UnityEngine.Rendering.CompareFunction)] _StencilComp ("Stencil Comparison", Int) = 0
+        [Enum(UnityEngine.Rendering.StencilOp)] _StencilOp ("Stencil Operation", Int) = 0
+        [Enum(UnityEngine.Rendering.StencilOp)] _StencilFail ("Stencil Fail", Int) = 0
+        [Enum(UnityEngine.Rendering.StencilOp)] _StencilZFail ("Stencil ZFail", Int) = 0
+       
+        [Header(Rendering)]
+        _Offset("Offset", float) = 0
+        [Enum(UnityEngine.Rendering.CullMode)] _Culling ("Cull Mode", Int) = 2
+        [Enum(Off,0,On,1)] _ZWrite("ZWrite", Int) = 1
+        [Enum(UnityEngine.Rendering.CompareFunction)] _ZTest ("ZTest", Int) = 4
+        [Enum(None,0,Alpha,1,Red,8,Green,4,Blue,2,RGB,14,RGBA,15)] _ColorMask("Color Mask", Int) = 15
+    }
+   
+    CGINCLUDE
+    #include "UnityCG.cginc"
+ 
+    half4 _Color;
+    sampler2D _MainTex;
+    float4 _MainTex_ST;
+   
+    struct appdata
+    {
+        float4 vertex : POSITION;
+        float2 uv : TEXCOORD0;
+    };
+ 
+    struct v2f
+    {
+        float2 uv : TEXCOORD0;
+        float4 vertex : SV_POSITION;
+    };
+ 
+    v2f vert (appdata v)
+    {
+        v2f o;
+        o.vertex = UnityObjectToClipPos(v.vertex);
+        o.uv = TRANSFORM_TEX(v.uv, _MainTex);
+        return o;
+    }
+   
+    half4 frag (v2f i) : SV_Target
+    {
+        return tex2D(_MainTex, i.uv) * _Color;
+    }
+    struct v2fShadow {
+        V2F_SHADOW_CASTER;
+        UNITY_VERTEX_OUTPUT_STEREO
+    };
+ 
+    v2fShadow vertShadow( appdata_base v )
+    {
+        v2fShadow o;
+        UNITY_SETUP_INSTANCE_ID(v);
+        UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
+        TRANSFER_SHADOW_CASTER_NORMALOFFSET(o)
+        return o;
+    }
+ 
+    float4 fragShadow( v2fShadow i ) : SV_Target
+    {
+        SHADOW_CASTER_FRAGMENT(i)
+    }
+   
+    ENDCG
+       
+    SubShader
+    {
+        Stencil
+        {
+            Ref [_Stencil]
+            ReadMask [_ReadMask]
+            WriteMask [_WriteMask]
+            Comp [_StencilComp]
+            Pass [_StencilOp]
+            Fail [_StencilFail]
+            ZFail [_StencilZFail]
+        }
+       
+        Pass
+        {
+            Tags { "RenderType"="Opaque" "Queue" = "Geometry" }
+            LOD 100
+            Cull [_Culling]
+            Offset [_Offset], [_Offset]
+            ZWrite [_ZWrite]
+            ZTest [_ZTest]
+            ColorMask [_ColorMask]
+           
+            CGPROGRAM
+            #pragma target 3.0
+            #pragma vertex vert
+            #pragma fragment frag
+            ENDCG
+        }
+       
+        // Pass to render object as a shadow caster
+        Pass
+        {
+            Name "ShadowCaster"
+            Tags { "LightMode" = "ShadowCaster" }
+            LOD 80
+            Cull [_Culling]
+            Offset [_Offset], [_Offset]
+            ZWrite [_ZWrite]
+            ZTest [_ZTest]
+           
+            CGPROGRAM
+            #pragma vertex vertShadow
+            #pragma fragment fragShadow
+            #pragma target 2.0
+            #pragma multi_compile_shadowcaster
+            ENDCG
+        }
+    }
+}

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+--- !u!114 &11400000
+MonoBehaviour:
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+  m_Script: {fileID: 11500000, guid: 07ac7b558fdfc4cbeb73fbdb05d0f371, type: 3}
+  m_Name: 1 - HIGH PRECISION (LOW JITTER)
+  m_EditorClassIdentifier: 
+  label: HIGH PRECISION (LOW JITTER)
+  color: {r: 1, g: 1, b: 0, a: 1}
+  description: "- Use this template to minimize jitter. \n- Best for small experiences.\n-
+    Prone to skewing, when imagetarget is weak, or during high motion.\n- Prone to
+    overheating, especially on older devices\n- Lowest fps, especially on older devices"
+  settings:
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+    targetFrameRate: 30
+    advancedSettings:
+      maxFrameLength: 500
+      maxFrameArea: 80
+      trackedPoints: 80
+      poseCorrectionInterval: 1500
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+      detectability: 0.5
+      detectZone: 0
+    useExtraSmoothing: 0
+    smoothenFactor: 10
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+  m_Name: 2 - HIGH ACCURACY (LESS SKEWING)
+  m_EditorClassIdentifier: 
+  label: HIGH ACCURACY (LESS SKEWING)
+  color: {r: 1, g: 0.6537612, b: 0, a: 1}
+  description: "- Use this template to minimize both skewing and jitter. \n- Best
+    for small experiences.\n- Target is lerped (less \"sticky\") to reduce noise
+    and jitter\n- Prone to overheating, especially on older devices\n- Lowest fps,
+    especially on older devices"
+  settings:
+    maxSimultaneousTargets: 1
+    targetFrameRate: 30
+    advancedSettings:
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+      maxFrameArea: 80
+      trackedPoints: 80
+      poseCorrectionInterval: 200
+      detectInterval: 200
+      detectability: 0.5
+      detectZone: 0
+    useExtraSmoothing: 1
+    smoothenFactor: 15
+    debugMode: 0

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+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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+  m_Name: 3 - BALANCED
+  m_EditorClassIdentifier: 
+  label: BALANCED
+  color: {r: 0.7921277, g: 1, b: 0.5019608, a: 1}
+  description: '- This template is well balanced in quality vs. fps
+
+    - Best for
+    small experiences.
+
+    - Prone to skewing, when imagetarget is weak, or during
+    high motion.'
+  settings:
+    maxSimultaneousTargets: 1
+    targetFrameRate: 30
+    advancedSettings:
+      maxFrameLength: 450
+      maxFrameArea: 80
+      trackedPoints: 60
+      poseCorrectionInterval: 1500
+      detectInterval: 200
+      detectability: 0.5
+      detectZone: 0
+    useExtraSmoothing: 0
+    smoothenFactor: 10
+    debugMode: 0

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+  m_Name: 4 - HIGH FPS
+  m_EditorClassIdentifier: 
+  label: HIGH FPS
+  color: {r: 0, g: 1, b: 0, a: 1}
+  description: "- Use this template achieve a smoother fps, especially on older devices
+    \n- Recommended for complex experiences\n- Prone to jitter and skewing, when
+    imagetarget is weak, or during high motion.\n- Weak imagetargets are harder to
+    detect"
+  settings:
+    maxSimultaneousTargets: 1
+    targetFrameRate: 30
+    advancedSettings:
+      maxFrameLength: 300
+      maxFrameArea: 80
+      trackedPoints: 80
+      poseCorrectionInterval: 1500
+      detectInterval: 200
+      detectability: 0.5
+      detectZone: 0
+    useExtraSmoothing: 0
+    smoothenFactor: 10
+    debugMode: 0

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+ 33 - 0
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+  m_EditorClassIdentifier: 
+  label: FASTEST (LOW PRECISION)
+  color: {r: 0, g: 1, b: 0.9043484, a: 1}
+  description: "- Use this template to maximize fps, in exchange or quality \n- Recommended
+    for complex experiences\n- Highly prone to jitter and skewing, when imagetarget
+    is weak, or during high motion.\n- Weak imagetargets are harder to detect"
+  settings:
+    maxSimultaneousTargets: 1
+    targetFrameRate: 30
+    advancedSettings:
+      maxFrameLength: 240
+      maxFrameArea: 80
+      trackedPoints: 80
+      poseCorrectionInterval: 1500
+      detectInterval: 200
+      detectability: 0.5
+      detectZone: 0
+    useExtraSmoothing: 0
+    smoothenFactor: 10
+    debugMode: 0

+ 8 - 0
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+  m_EditorClassIdentifier: 
+  label: WEAK IMAGE TARGET
+  color: {r: 0.7147212, g: 0, b: 1, a: 1}
+  description: '- Use this template to improve detection of a weak image target
+
+    -
+    Prone to overheating, especially on older devices
+
+    - Low fps, especially
+    on older devices'
+  settings:
+    maxSimultaneousTargets: 1
+    targetFrameRate: 30
+    advancedSettings:
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+      maxFrameArea: 80
+      trackedPoints: 80
+      poseCorrectionInterval: 1500
+      detectInterval: 200
+      detectability: 0.75
+      detectZone: 0
+    useExtraSmoothing: 0
+    smoothenFactor: 10
+    debugMode: 0

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