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Data vis optimization (#594)
* add uv mapping height modifier and a demo scene to show it off * fix TextureSideWallModifier to respect min_height property * fix a bug in wall segment calculation in TextureSideWallModifier where CenterSegment feature yielded long first sections fix a bug in PolygonModifier where it doesn't create tangents fix wrong asset bindings * fix an issue where TextureSideWallModifier doesn't take atlas section height into consideration * change VectorFeatureUnity and VectorLayerVisualizer classes to support buildings ids and do not render duplicates of same featuer from different tiles * add comments for an if clause in VectorFeatureUnity * Rough draft of plug & play. * Add more plumbing work for map prefab. * add a 8 building texture atlas * More plumbing + Unified Map interface. * add new texture from random google images * Image & elevation layer refactor + some UI work. * PoGo related prefab work. * UI for Layer properties. * add roof uv & atlas support * test textures for styling development * add missing constant Vector3Right * fix materials in mat modifier * fix atlas info object * Vector Data work + UI * Base polygon vector layer rendering hookup * Add snap terrain modifier, UI cleanup. * UnifiedMapOptions for serialization + UI cleanup * FIlters Setup + UI. * Filters hookup. * Latest scene before pulling develop in . * Removed unused properties from shader * Hookup active property for VectorLayerVisualizers * Fix to properly show Mesh & GO modifiers in the UI * Add UI for removing/combining filters * Break classes into separate files, remove MapAPI wrapper. UnifiedMap takes over the functionality. Fix bug with filters * Add new prefabs for LocationBasedGame and CitySim * Fixes loadingPanel script to work with UnifiedMap * Trigger finished state when no vector layer is turned off. * Fix mapId for Satellite & satellite-streets * Update UI to match design - round 1 * Add new data containers * Update prefabs & scene * Add defaults options + linewidth parameter. * Add mockup for Presets UI * Adding tooltips for General, Image & Terrain sections. * Fix extra space in Terrain UI. * [WIP] Remove old map files, rename UnifiedMap to AbstractMap - working towards clean merge. * [WIP] Replace old VectorTileFactory with refactored ( VectorTileFactoryNew gets renamed) * add kalman comment * Fix typo in terrain source. * New textures/materials for default building style * Merge StyleOptimizedVectorTileFactory functionality into VectorTileFactory * Updated settings to TextureSideWall * VectorLayerVisualizer refactor. * Hookup node editor with Plug & play refactor. * Add tooltips for vector section. * Add missing changes to VectorTIle.cs * try with GPS position/heading, ignoring AR and bias * Add preset defaults switching + snapMaptoZero hookup. * Changes to MapEditor. * Add atlas texturing modifier into Plug & play UI. * Remove presets from map * work on DeviceLocationProvider, AutomaticSyncScene: size of player shows hdop, remove some debug statements * Add parameters to hookup Globe terrain factory. * Mapbox styles - MapboxStyles shader for layer colorization, AtlasTemplateGenerator for creating template images from AtlasInfo files, various scripts for assisting with building colorization. * Set defaults for all properties * Add API calls for layers * Renamed AddColorizeMapboxStyles.cs to MapboxStylesColorModifier.cs to better match existing nomenclature. Refactored MapboxStylesColorModifier.cs: Run method no longer adds ColorizeMapboxStyles.cs monobehaviour to VectorEntity.GameObject; Run method now includes all logic for color selection and material property setting previously found in ColorizeMapboxStyles.cs; utilizes VectorEntity's cached MeshRenderer component to set colors. Deleted ColorizeMapboxStyles.cs and ColorizeMapboxStylesEditor.cs. * Add custom option to primitive type - for fully custom modifier stack. * Hook up scriptable palette with P&P * Add code comments to Abstract Map. * Cleanup unused stuff. * Fixed private field naming to meet code style requirements. * Fix indentation * Adds ability to add custom tile providers. * log GPS timestamp once more * Cleanup + update prefabs & UI. * Fixes atlas textures bug, UI bug and creates city sim prefab with textured buildings. * Add building Id tileset as default, fix minor issues. * Update map prefab with default style * Fix to trigger finished state on VectorTileFactory. * Add loading texture, build locationProvider example , fix bug with imagery init. * Update Camera script to work with new map, LocationBasedGame prefab uses camerabounds by default. * Code cleanup - move drawers into their own files. * Code Cleanup. Arrange files into folders. * Foldouts don't forget what they were told to do ;) * Fixed null ref error on MapboxStylesColorModifier; class now null checks m_scriptablePalette on Initialize and Run, and returns if object is null. Cleanup up names in Scriptable Palette Editor to make inspector look slightly cleaner. * Update ARTabletop scene. * Recreate ZoomableMap and Globe with new Plug and Play functionality (#585) * created clip shaders for stylized map * Fix errors from meta files. * Add TabletopARkit prefab. * fix missing tangents bug. * Set Relative height = false as default. * Fix issue with final state not being triggered when image factory was disabled. * add UniAndroidPermission * DeviceLocationProvider: request runtime location permissions on Android * add class to open settings for app on Android * update AutoSyncScene * fix AutoSyncScene and WorldAlignmentKit prefab * increase desired accuracy * increase desired accuracy * hopefully getting there * Prefab block for configuration window * update worldalignmentprefab * Merge explorer and interactive styled map examples. * images updated * layout, changelog link * Update WorldAlignmentKit prefab + fix reload script to use "update" function. * ar example scene names * Updated `Explorer` scene. * Updated worlsAlignmentKit * Updated working AR scene. * Fix double map initialize issue. * remove extra example scenes * fix merge conflict: PropertyDrawers.meta * prefab body text * update TabletopAR image * Possible fix for worldScale AR * Add namespace for ObjectPool + change Awake to start in Position with LocationProvider * WIP manual sync AR scene * fix broken WorldAlignmentKit.prefab after merge * make debug paths thicker * Add missing namespaces. * Missing namespace. * Manual World Alignment scene and prefab * fix broken meta file * Update scenes. * Update version to 1.4.0 * Scene cleanup - delete old examples * Fix wrong unwrapped tile id * Possible fix for Configuration window `NullReference` * remove Android pre-build checks for duplicate libraries (#574) * WorldAlignmentKit prefab: remove layer 'Map' from culling mask of Main Camera * move UniAndroidPermission to PlugIns folder * add sub-assets in scenelists via editor (#586) * Moved editor files to Assets/Mapbox/Unity/Editor * Delete moved files - Atlas Generator & scriptable Palette UI * Added Mapbox.Editor namespace, converted spaces to tabs. * Fix compile errors related to meta files. * Cleanup tooltip text. * Fix Warnings. * Update scenes. * Cleanup warnings - pass 2. * Cleanup warnings pass 3. * Update ScenesList.cs * Fix typecast error on filters + filter Pois labels based on localRank. * Add Update method to RangeTileProvider. * Update PathHelpers.cs * Change explorer to Data Explorer, clean unused assets. * fix duplicate buildings in WorldScaleAR-ManualAlignment * silence remaining warnings * Fix screenshot name for explorer, add initialization to elevationLayerProperties as a defensive fix. * Fix typo * Fix build error, turn vector layer off for Globe example, Add build settings. * Config window 1.4 (#587) * add sub-assets in scenelists via editor * assign default value to MapboxConfiguration's token status * Change camera for city simulator scene. * fix RasterTileExample * fix VoxelMap * Fix finished status not getting fired event for globe example. * silence another warning and remove unused using * make TileErrorHandler work with new AbstractMap * Fixes for RC3 * Renamed TabletopARKit prefab to ARTableTop * Turn off initializeOnStart for LocationBasedGame prefab. * Defensive fix for crash on iOS. * Fix for missing features - Add property in vectorsublayerproperties to clip features at tile boundary. * Change scene & prefab with clip at tile boundary setting. * Fix NRE's on inspectors for scriptable objects in sharedmodules. * Remove new from LocationProvider prefab name in LocationBasedGame prefab * Asset file cleanup * Trigger finished status for tiles that error out. * Fix flat terrain factory editor. * remove inital wait for GPS on DeviceLocationProvider start. Implement 'IsLocationServiceEnabled' property on 'Location' and send one Location event when location services are not enabled or failed to start in time. * Fix issue with prefab modifier where removing the `IFeaturePropertySettable` was not setting transforms for prefabs. * Make Modifiers & map selectable from node editor, change mismatching button style. * add 'IsLocationServiceInitializing' to 'Location.cs'. Expose that info in the LocationBasedGame scene * Add all layers from explorer v130 example (most layers turned off) * Make foldouts static. * Update scenelist. * move misplaced `link.xml` into MapboxAR subfolder * Remove interaction from DataExplorer scene, Added a new scene for interaction. * Turn buildings on in Data Explorer :) * Set zoom speed to zero on Main Camera CameraMovement.cs. Abstract map now uses a single layer building visualizer.
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sdkproject/.vscode/settings.json

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sdkproject/Assets/MapboxAR/Examples/ARTabletop/Prefab.meta renamed to sdkproject/Assets/Mapbox/Core/Plugins/Android/UniAndroidPermission.meta

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<!--
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Android Manifest for UniAndroid Permission (2016/03/19 sanukin39)
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--- if already have AndroidManifest file at Assets/Plugins/Android/ ----
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Copy the activity and meta-data sentence to your AndroidManifest.xml
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--- if not ---
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Rename this file to AndroidManifest.xml and add permission you want to add And move the file to Assets/Plugins/Android
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-->
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<?xml version="1.0" encoding="utf-8"?>
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<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.company.product">
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<application android:icon="@drawable/app_icon" android:label="@string/app_name">
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<activity android:name="net.sanukin.OverrideUnityActivity"
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android:label="@string/app_name"
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android:configChanges="fontScale|keyboard|keyboardHidden|locale|mnc|mcc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|uiMode|touchscreen">
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<intent-filter>
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<action android:name="android.intent.action.MAIN" />
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<category android:name="android.intent.category.LAUNCHER" />
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</intent-filter>
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</activity>
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<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="true" />
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</application>
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</manifest>

sdkproject/Assets/Mapbox/Core/Plugins/Android/UniAndroidPermission/AndroidManifest-uniRP.xml.meta

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using System;
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using UnityEngine;
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public class UniAndroidPermission : MonoBehaviour
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{
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const string PackageName = "net.sanukin.PermissionManager";
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static Action onAllowCallback;
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static Action onDenyCallback;
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static Action onDenyAndNeverAskAgainCallback;
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void Awake()
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{
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DontDestroyOnLoad(gameObject);
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}
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public static bool IsPermitted(AndroidPermission permission)
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{
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#if !UNITY_EDITOR && UNITY_ANDROID
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using (var permissionManager = new AndroidJavaClass(PackageName))
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{
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return permissionManager.CallStatic<bool>("hasPermission", GetPermittionStr(permission));
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}
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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 static void RequestPermission(AndroidPermission permission, Action onAllow = null, Action onDeny = null, Action onDenyAndNeverAskAgain = null)
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{
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#if !UNITY_EDITOR && UNITY_ANDROID
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using (var permissionManager = new AndroidJavaClass(PackageName))
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{
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permissionManager.CallStatic("requestPermission", GetPermittionStr(permission));
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onAllowCallback = onAllow;
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onDenyCallback = onDeny;
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onDenyAndNeverAskAgainCallback = onDenyAndNeverAskAgain;
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}
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#else
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Debug.LogWarning("UniAndroidPermission works only Androud Devices.");
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#endif
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}
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private static string GetPermittionStr(AndroidPermission permittion)
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{
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return "android.permission." + permittion.ToString();
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}
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private void OnAllow()
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{
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if (onAllowCallback != null)
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{
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onAllowCallback();
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}
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ResetAllCallBacks();
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}
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private void OnDeny()
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{
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if (onDenyCallback != null)
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{
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onDenyCallback();
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}
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ResetAllCallBacks();
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}
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private void OnDenyAndNeverAskAgain()
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{
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if (onDenyAndNeverAskAgainCallback != null)
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{
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onDenyAndNeverAskAgainCallback();
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}
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ResetAllCallBacks();
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}
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private void ResetAllCallBacks(){
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onAllowCallback = null;
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onDenyCallback = null;
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onDenyAndNeverAskAgainCallback = null;
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}
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}
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// Protection level: dangerous permissions 2015/11/25
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// http://developer.android.com/intl/ja/reference/android/Manifest.permission.html
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public enum AndroidPermission
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{
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ACCESS_COARSE_LOCATION,
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ACCESS_FINE_LOCATION,
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ADD_VOICEMAIL,
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BODY_SENSORS,
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CALL_PHONE,
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CAMERA,
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GET_ACCOUNTS,
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PROCESS_OUTGOING_CALLS,
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READ_CALENDAR,
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READ_CALL_LOG,
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READ_CONTACTS,
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READ_EXTERNAL_STORAGE,
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READ_PHONE_STATE,
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READ_SMS,
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RECEIVE_MMS,
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RECEIVE_SMS,
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RECEIVE_WAP_PUSH,
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RECORD_AUDIO,
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SEND_SMS,
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USE_SIP,
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WRITE_CALENDAR,
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WRITE_CALL_LOG,
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WRITE_CONTACTS,
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WRITE_EXTERNAL_STORAGE
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}

sdkproject/Assets/Mapbox/Examples/2_LocationProvider/Scripts/MapMatchingExample.cs.meta renamed to sdkproject/Assets/Mapbox/Core/Plugins/Android/UniAndroidPermission/UniAndroidPermission.cs.meta

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sdkproject/Assets/Mapbox/Examples/4_VectorTileMaps/BasicUvMap/UvMapVisualizer.asset.meta renamed to sdkproject/Assets/Mapbox/Core/Plugins/Android/UniAndroidPermission/UniAndroidPermission.prefab.meta

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sdkproject/Assets/Mapbox/Core/Plugins/Android/UniAndroidPermission/UniAndroidPermission_v1_2.jar.meta

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