2026-06-20 뉴페어리
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120
Assets/MagicaCloth2/Scripts/Core/Settings/ClothDebugSettings.cs
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120
Assets/MagicaCloth2/Scripts/Core/Settings/ClothDebugSettings.cs
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// Magica Cloth 2.
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// Copyright (c) 2023 MagicaSoft.
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// https://magicasoft.jp
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#if MC2_DEBUG
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using UnityEngine;
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#endif
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namespace MagicaCloth2
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{
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/// <summary>
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/// クロスのデバッグ表示設定
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/// </summary>
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[System.Serializable]
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public class ClothDebugSettings
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{
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public enum DebugAxis
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{
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None,
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Normal,
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All,
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}
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//=====================================================================
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// ■公開するもの
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//=====================================================================
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public bool enable = false;
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public bool ztest = false;
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public bool position = true;
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public DebugAxis axis = DebugAxis.None;
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public bool shape = false;
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public bool baseLine = false;
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public bool depth = false;
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public bool collider = true;
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public bool animatedPosition = false;
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public DebugAxis animatedAxis = DebugAxis.None;
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public bool animatedShape = false;
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public bool inertiaCenter = true;
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public bool customSkinningBone = true;
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//=====================================================================
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// ■デバッグ用
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//=====================================================================
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#if MC2_DEBUG
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//[Space]
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//[Header("[MC2_DEBUG]")]
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[Header("<<< MC2_DEBUG >>>")]
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[Range(0.003f, 0.1f)]
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public float pointSize = 0.01f;
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public bool referOldPos = false;
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public bool radius = true;
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public bool localNumber = false;
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public bool particleNumber = false;
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public bool triangleNumber = false;
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public bool friction = false;
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public bool staticFriction = false;
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public bool attribute = false;
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//public bool verticalDistanceConstraint = false;
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//public bool horizontalDistanceConstraint = false;
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public bool collisionNormal = false;
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public bool cellCube = false;
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public bool baseLinePos = false;
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public int vertexMinIndex = 0;
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public int vertexMaxIndex = 100000;
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public int triangleMinIndex = 0;
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public int triangleMaxIndex = 100000;
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#endif
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//=========================================================================================
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public bool CheckParticleDrawing(int index)
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{
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#if MC2_DEBUG
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return index >= vertexMinIndex && index <= vertexMaxIndex;
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#else
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return true;
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#endif
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}
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public bool CheckTriangleDrawing(int index)
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{
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#if MC2_DEBUG
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return index >= triangleMinIndex && index <= triangleMaxIndex;
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#else
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return true;
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#endif
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}
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public bool CheckRadiusDrawing()
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{
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#if MC2_DEBUG
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return radius;
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#else
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return true;
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#endif
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}
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public float GetPointSize()
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{
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#if MC2_DEBUG
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return pointSize;
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#else
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return 0.01f;
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#endif
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}
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public float GetLineSize() => 0.05f; // 固定
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public float GetInertiaCenterRadius() => 0.01f; // 固定
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public float GetCustomSkinningRadius() => 0.02f; // 固定
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public bool IsReferOldPos()
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{
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#if MC2_DEBUG
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return referOldPos;
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#else
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return false;
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#endif
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}
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}
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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guid: 376c4b12fa90b6e429730e7ff5424c71
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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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AssetOrigin:
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serializedVersion: 1
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productId: 242307
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packageName: Magica Cloth 2
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packageVersion: 2.18.1
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assetPath: Assets/MagicaCloth2/Scripts/Core/Settings/ClothDebugSettings.cs
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uploadId: 893596
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@@ -0,0 +1,54 @@
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// Magica Cloth 2.
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// Copyright (c) 2023 MagicaSoft.
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// https://magicasoft.jp
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#if MC2_DEBUG
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using UnityEngine;
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#endif
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namespace MagicaCloth2
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{
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#if MC2_DEBUG
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/// <summary>
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/// VirtualMeshのデバッグ表示設定
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/// </summary>
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[System.Serializable]
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public class VirtualMeshDebugSettings
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{
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public enum DebugAxis
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{
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None,
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Normal,
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All,
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}
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[Header("<<< MC2_DEBUG >>>")]
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public bool enable = false;
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[Range(0.003f, 0.1f)]
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public float pointSize = 0.01f;
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[Range(0.003f, 0.1f)]
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public float lineSize = 0.03f;
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public bool position = true;
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public bool axis = false;
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public bool indexNumber = false;
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public bool boneWeight = false;
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public bool uv = false;
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public bool depth = false;
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public bool rootIndex = false;
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public bool parentIndex = false;
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public bool line = true;
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public bool edgeNumber = false;
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public bool triangle = true;
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public bool triangleNormal = false;
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public bool triangleTangent = false;
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public bool triangleNumber = false;
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public bool baseLine = false;
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public bool boneName = false;
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public int vertexMinIndex = 0;
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public int vertexMaxIndex = 100000;
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public int edgeMinIndex = 0;
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public int edgeMaxIndex = 100000;
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public int triangleMinIndex = 0;
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public int triangleMaxIndex = 100000;
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}
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#endif // MC2_DEBUG
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}
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@@ -0,0 +1,18 @@
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fileFormatVersion: 2
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||||
guid: 531c6af0cb86f0e40b49ae9f19e2f83d
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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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AssetOrigin:
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serializedVersion: 1
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productId: 242307
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packageName: Magica Cloth 2
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packageVersion: 2.18.1
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assetPath: Assets/MagicaCloth2/Scripts/Core/Settings/VirtualMeshDebugSettings.cs
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uploadId: 893596
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