fixed 1 bugs, found 1 more and 1 disapeared on its own
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f1de3bad6a
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6
.vsconfig
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6
.vsconfig
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@ -0,0 +1,6 @@
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{
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"version": "1.0",
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"components": [
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"Microsoft.VisualStudio.Workload.ManagedGame"
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]
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}
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@ -9,6 +9,6 @@ public class PositionSync : MonoBehaviour
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void Update()
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void Update()
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{
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{
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transform.rotation = targetGameobject.transform.rotation;
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transform.rotation = targetGameobject.transform.rotation;
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transform.position = new Vector3(targetGameobject.transform.position.x, targetGameobject.transform.position.y + 0f, targetGameobject.transform.position.z);
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transform.position = new Vector3(targetGameobject.transform.position.x, targetGameobject.transform.position.y + 100f, targetGameobject.transform.position.z);
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}
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}
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}
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}
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@ -17,14 +17,13 @@ public class WorkingPortal : MonoBehaviour {
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// Private variables
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// Private variables
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public RenderTexture viewTexture;
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public RenderTexture viewTexture;
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Camera WorkingPortalCam;
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public Camera WorkingPortalCam;
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Camera playerCam;
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Camera playerCam;
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Material firstRecursionMat;
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Material firstRecursionMat;
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MeshFilter screenMeshFilter;
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MeshFilter screenMeshFilter;
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void Awake () {
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void Awake () {
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myGameObject = gameObject;
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myGameObject = gameObject;
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WorkingPortalCam = GetComponentInChildren<Camera> ();
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WorkingPortalCam.enabled = false;
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WorkingPortalCam.enabled = false;
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screenMeshFilter = screen.GetComponent<MeshFilter> ();
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screenMeshFilter = screen.GetComponent<MeshFilter> ();
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screen.material.SetInt ("displayMask", 1);
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screen.material.SetInt ("displayMask", 1);
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@ -66,6 +65,7 @@ public class WorkingPortal : MonoBehaviour {
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for (int i = startIndex; i < recursionLimit; i++) {
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for (int i = startIndex; i < recursionLimit; i++) {
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WorkingPortalCam.transform.SetPositionAndRotation (renderPositions[i], renderRotations[i]);
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WorkingPortalCam.transform.SetPositionAndRotation (renderPositions[i], renderRotations[i]);
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Debug.Log(string.Format("rendering at: ", renderPositions[i].x, renderPositions[i].y, renderPositions[i].z));
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SetNearClipPlane ();
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SetNearClipPlane ();
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WorkingPortalCam.Render ();
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WorkingPortalCam.Render ();
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