Added many other
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using UnityEngine;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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public class ftLocalStorage : ScriptableObject
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{
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[SerializeField]
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public List<string> modifiedAssetPathList = new List<string>(); // marks model as processed
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[SerializeField]
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public List<int> modifiedAssetPaddingHash = new List<int>();
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}
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