Added Unity project files
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using System.Collections.Generic;
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using UnityEngine;
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namespace VRC.SDK3.ClientSim
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{
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public interface IClientSimInteractManager
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{
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IClientSimInteractable GetFirstInteractable(GameObject obj, float distance);
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bool CanInteract(IClientSimInteractable interactable, float distance);
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List<IClientSimInteractable> Interact(GameObject obj, float distance);
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}
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}
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fileFormatVersion: 2
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guid: 6f25e895d01da4543afa9b7373d727da
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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using UnityEngine;
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namespace VRC.SDK3.ClientSim
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{
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/// <summary>
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/// Allows the Raycasting system to act the same for VR and Desktop.
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/// </summary>
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/// <remarks>
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/// Only need to provide a different initial ray and the rest is handled automatically. There are currently two different ray providers:
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/// ClientSimCameraRayProvider used for Desktop
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/// ClientSimTransformRayProvider used for VR
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/// </remarks>
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public interface IClientSimRayProvider
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{
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Ray GetRay();
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}
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}
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fileFormatVersion: 2
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guid: c6082ae9f1a154b46a2a8cacb70b4333
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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