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.gitignore
vendored
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.gitignore
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# Visual Studio Stuff
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.vs/
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# Build Projects
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*/bin/
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*/obj/
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# Unity Assemblies I can't include :)
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UnityEngine.dll
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ActionRecorder.sln
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ActionRecorder.sln
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Microsoft Visual Studio Solution File, Format Version 12.00
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# Visual Studio Version 17
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VisualStudioVersion = 17.14.36212.18 d17.14
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MinimumVisualStudioVersion = 10.0.40219.1
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Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "ActionRecorder", "ActionRecorder\ActionRecorder.csproj", "{ADBD19FD-F099-4422-A96B-D2D3A025C31B}"
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EndProject
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Global
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GlobalSection(SolutionConfigurationPlatforms) = preSolution
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Debug|Any CPU = Debug|Any CPU
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Release|Any CPU = Release|Any CPU
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EndGlobalSection
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GlobalSection(ProjectConfigurationPlatforms) = postSolution
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{ADBD19FD-F099-4422-A96B-D2D3A025C31B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
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{ADBD19FD-F099-4422-A96B-D2D3A025C31B}.Debug|Any CPU.Build.0 = Debug|Any CPU
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{ADBD19FD-F099-4422-A96B-D2D3A025C31B}.Release|Any CPU.ActiveCfg = Release|Any CPU
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{ADBD19FD-F099-4422-A96B-D2D3A025C31B}.Release|Any CPU.Build.0 = Release|Any CPU
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EndGlobalSection
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GlobalSection(SolutionProperties) = preSolution
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HideSolutionNode = FALSE
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EndGlobalSection
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GlobalSection(ExtensibilityGlobals) = postSolution
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SolutionGuid = {7900E0E3-B1CA-4A80-A51C-8B52C7F3BB2F}
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EndGlobalSection
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EndGlobal
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ActionRecorder/ActionRecorder.csproj
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ActionRecorder/ActionRecorder.csproj
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<Project Sdk="Microsoft.NET.Sdk">
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<PropertyGroup>
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<TargetFramework>netstandard2.0</TargetFramework>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="UnityEngine">
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<HintPath>UnityEngine.dll</HintPath>
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</Reference>
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</ItemGroup>
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</Project>
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ActionRecorder/Class1.cs
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ActionRecorder/Class1.cs
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using System;
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namespace ActionRecorder
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{
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public class Class1
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{
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}
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}
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README.md
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README.md
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# ActionRecorder
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ActionRecorder is a demo playback system I wrote for Unity. The initial reasoning for this project was to suit my needs for a small game I tinkered with involving past copies of yourself interacting in a world. Some people have expressed interest in the code I used, so I decided to rewrite my original code to be more advanced, configurable, and easy to set up.
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## How To Use
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**Note:** This project was built for use with **Unity 2020.3.14**. Not sure how it works on other versions. I would imagine it has no issue working elsewhere, but I am not sure.
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To install, download the DLL from the [releases](https://github.com/That-One-Nerd/ActionRecorder/releases) page (or see [Building From Source](#building-from-source)). Then drag the DLL into the Assets folder of your project and let it recompile. That's it for installation, simple right?
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**Binaries Mirror:** https://git.thatonenerd.net/That-One-Nerd/ActionRecorder/releases
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## Building From Source
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This project targets **.NET Standard 2.0**, which apparently means it can target any Unity version 2018.1 or higher.
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- You'll need Visual Studio with the Unity/VS Tools installed.
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- You will also need your own copy of the `UnityEngine.dll` file.
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- You can find it at `PATH_TO_YOUR_EDITOR/Data/Managed/UnityEngine.dll`, where the path to your editor is the folder with the Unity executable.
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- Once this source code is cloned or otherwise downloaded, place the DLL file in the root of the *project*, along with the `ActionRecorder.csproj` file.
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With all prerequisites, just build the project or solution. It should "just work" with no errors or warnings. A DLL will be generated in either `bin/Debug` or `bin/Release` depending on what configuration you set it to. Drag the DLL into the project as you would with a DLL found in the releases page, and have at it.
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