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It does not work for nested objects, objects with animations, and objects with armatures. Maybe there are also other problems that could arise when using this which is why I am also including an alternative method here to manually fixing the rotation problem. Again, watch this video at to see it in action.

If the experimental Apply Transform method does not work for you, for whatever reason, you can do this manually:.

When you rotate the object degrees around the X axis and then you 'apply' the rotation - Blender will consider the rotation to be the 'default rotation' of the object.

So when you rotate the object in step 5 by 90 degrees around the X axis again, and when you don't apply the rotation, the object's default rotation is actually pointing in the wrong direction from Blender's point of view, but in the correct direction from Unity's point of view. If you were to apply the rotation before exporting, you will be back to where you started which is why it is important that the transform's rotation in Blender shows as X at the same time as the object is correctly oriented in Blender's viewport.

See the Blender Manual for more details about applying rotation to the transform if needed. The scale still needs to be fixed - but that is much easier. So, if the first method! Apply Transform didn't work - and you have manually changed the rotation, you can now:. Watch this video at to see "The Manual Way" in action.

But what about nested objects, such as an armature with a child character mesh? The same principle applies as "The Manual Way" described above, but with these slight modifications:. Again, watch this video at to see the export process for a rigged character with an armature.

If you haven't got the correct scale of your animated character in Blender, you are in a world of pain my friend. I haven't found a way to resize the armature without breaking all the animations. Cdecl ] attribute to any delegates that are used for BurstCompiler. An error occurs if a delegate has the attribute but is not Cdecl. Core: Added Screen. GetDisplayLayout and Screen. See Scripting API documentation for more information. Editor: Added a Diagnostics section to the Preferences window to help with remote troubleshooting.

You shouldn't interact with this section unless instructed to by Unity Support. Input System: Released 1. Mobile: Adapted the scaler profiles so you can easily define and change Adaptive Performance Scalers with predefined profiles. Mobile: Added a new adaptive view distance scaler to change the Camera. Mobile: Added boost mode for Samsung devices. Mobile: Added predefined scalar profiles that you can use to easily define and change Adaptive Performance scalers.

Mobile: Added the ability to enable boost mode during engine startup. Mobile: Added the ability to request information about which and how many cores are available on the device. This checks which Adaptive Performance features are available on the current platform. Mobile: Added the Adaptive view distance scaler. This scaler changes the Camera. Mobile: Requested cluster info to have details on which and how many cores are available on the device. Added an initial list of features.

Package Manager: Added option in the popup window, when Install for a Full Project Asset is clicked, to install the Asset into a new, temporary project. Package Manager: Added the ability to install a package from a browser hyperlink, including experimental packages. Package Manager: Changed account menu in the top bar of the editor to show your initials instead of full name. Package Manager: Changed the Package Manager window so that when users choose to continue from the UPM dialog warning that shows an entitlement error, then launch the Editor, the Package Manager window immediately opens to the first package with an entitlement error.

Package Manager: Swapped the advanced settings panel and the scoped registries management panel in project settings. Package Manager: The Package Manager now supports packages with entitlements subscription-based licensing. Particles: Added a mesh weighting field to the list of meshes in a Particle System component, to control how likely Unity is to assign each mesh to a particle. Physics: Added a new CustomCollider2D that allows custom 2D physics shapes to be used with a fully customizable and featured 2D Collider.

Physics: Added Physics Profiler counters to the list of available counters in the Profiler Module editor window. Physics: Exposed a set of functions to enable you to modify the contact properties of a collision before the solver receives them. Profiler: The connection drop down has been revamped into a tree view that groups player connections int0 three main categories. Local, any player that is running local to the machine, this includes devices connected via cable.

Remote any player that is running anywhere else on the network that is reachable. Direct connection, this is for connecting directly via IP address or any player that has automatically connected. There options are further searchable using the new search bar. Any connections to players which exist from before this feature will still appear though they will appear under the category of "Connection Without Id".

Further to this there no exists an option that can be used to supply a custom connection name for the profiler which will make it easier for the user to find their desired connection. Tools and contextual views are now available directly in the Scene View, and are completely customizable. Search: Added search expression language to evaluate multiple search queries and apply set operations, transformation or other user defined operations.

Shaders: Introduced keyword space separation. Shaders, compute shaders and materials now operate in separate local keyword spaces. Material and Compute Shader classes now operate with local keywords only. Global keyword space contains global keywords. Global keywords are converted to local keyword space of a shader or compute shader prior to rendering. When a shader or a compute shader declares a keyword that has the same name as a global keyword, turning this global keyword on or off will affect variant selection.

Terrain: Added a new instancing mode for Terrain details, which uses the material specified on the prototype prefab to render detail objects with instanced draws. UI Toolkit: Added support for negative transform scaling on x and y axes, enabling mirroring to be performed. When crossing zero, the geometry will be regenerated to flip the winding. UI Toolkit: ListView now supports dynamic item height as a virtualization method. Version Control: Added workspace migration from Collab to Plastic which can be done with or without Plastic installed.

Added notification status icons. Added light and dark mode versions of the avatar icon. WebGL: Added the Debug Symbols player setting to create release builds with embedded function symbols for improved profiling and error stack traces.

XR: Added support for controller late latching, which can reduce latency between rendering and tracked input head and hand-held controller in XR. If un-checked, this option disables Chrome OS's default behavior of converting mouse and touchpad events into touchscreen events.

This allows an app to implement more complete support for these input devices. This specifies which CPU cores to treat as big cores. The cpu capacity is a value in the range between 0 and A capacity value of yields the same behavior as before the fix for case Android: Changed the device scanning operation of the Android Extension to be async when receiving an USB device changed event. Android: If a hardware keyboard is available, Unity now uses it within UI systems, instead of always bringing up a virtual, on-screen keyboard.

Android: Made a large part of the Android Build Pipeline incremental which means sequential builds with zero changes are now much faster. That also means Unity no longer creates builds from scratch, but instead updates the files which dependencies have changed. Android: Unity gradle projects now have a new entry in gradle.

Unity increments this property whenever Unity gradle template files change. That way if you build on top of the old folder and the unityTemplateVersion is different, Unity throws an error, saying that you need to update your gradle files or build to an empty folder. They contain information about why a specific permission is added to manifest. Asset Import: Increased the speed of Asset Import when using mikktspace tangent generation on meshes containing degenerate triangles.

Asset Import: Optimized the texture import mipmap calculation when using Kaiser filtering. For example, importing 16GB of textures with mostly Kaiser mip filters is reduced from seconds to seconds.

Asset Pipeline: Added a new UI in the AssetImporter inspectors that display all AssetPostprocessors methods that were used in the last import of the selected asset. Asset Pipeline: Added summary in the editor log about what happened during a refresh import.

Asset Pipeline: Added warnings and an Automatic Fix button where main object names do not match the corresponding filename. Asset Pipeline: Improved project startup times. Projects with , files will load at least 30 seconds faster.

Asset Pipeline: The Asset Pipeline no longer displays a warning when it is not possible to move import worker log files. Asset Pipeline: Unity prefetches Asset Databases to improve Editor startup time and reduce cost of page faults.

Audio: Added a new Attenuation transition type to AudioMixer so that it can perform equal power panning for group attenuations when transitioning between snapshots. Audio: Added VU metering information from audio mixer groups in the audio pane of profiler to make it easier to compare it against volume and audibility levels.

Audio: Improved the way Unity displays audio mixers inside the Audio Profiler window when the Groups and Channels and Groups view modes are enabled. Previously, Unity applied the column-based sorting from the Channels view mode to the other view modes, which resulted in inconsistent sorting of channels and groups below mixers, and in mixers changing their order dynamically. This made the Audio Profiler window hard to read. Unity now shows the names of the mixers in the Profiler where it previously only showed the ambiguous Master groups of the mixers below the Audio Listener group.

The triangle shape after the titles of the column headers in the Detailed and Clip views was changed to an arrow that more clearly indicates the sorting order. The arrow is now placed before the title instead of after it to avoid cutting the title off when you resize the columns manually. Build Pipeline: "Scripts Only Build" is now automatic for platforms using the new incremental build pipeline.

The checkbox is removed for such platforms, and Unity will automatically detect if it can do a Scripts Only Build based on which changes there are in the project. Build Pipeline: Improved the performance of the build pipeline by giving concurrent shader cache folders read access. Build Pipeline: MacOS Standalone player builds now use the new incremental build pipeline, which allows faster subsequent player builds by only rebuilding parts which have changed.

Build Pipeline: Modified Windows Standalone player builds so that they only rebuild parts that have changed since the previous build to improve build speed. Cdecl ] to any delegates that are used for BurstCompiler. Core: Modified the Dynamic Heap Allocator to reduce the time it takes to intantiate chunks in a Build. Documentation: Improved documentation for GeometryUtility.

This will allow implementation of robust colored ray traced shadows. DX Optimized uniform setup in ray tracing shaders, and added a special case for the UnityPerMaterial cbuffer. Editor: Added a context menu to the Console window which has an option to use monospace font.

Editor: Added Texture import overrides to the Build Settings window so you can reduce imported texture size and change the compression settings to speed up asset imports and platform switches.

Editor: Added the Play Unfocused option to the Game view, to stop the Game view from focusing when entering Play mode. Editor: Added the option to constrain scale proportions to the Transform component. You can set this option as default in Editor preferences. Editor: Allowed the importing of LOD meshes with indices that have preceding zeroes. By specifying a range, e. Editor: Changed the popup menu behaviour to only trigger a GUI. Editor: If the assembly containing code that is stalling the editor is available, it's now displayed in the popup progress bar.

Editor: Improved loading times for scenes with lots of GameObjects at the top level in the Hierarchy. Editor: Improved mac editor process guard in order to catch all types of exceptions and early handle cases before shutting down.

Editor: Improved performance importing models with Blendshapes if the Import Blendshapes setting is unchecked. Editor: Improved the Frame Debugger, so you can clear display color, depth, and stencil values. The compute shader displays the display shader name, keywords, and thread group size. Indirect draws display shader and property information. Displays SRP Batcher draws with the names of meshes they render.

Editor: Improved the performance of the model importer by multi-threading the mesh triangulation step. Performance is times faster.

This optimization uses a new texture compressor bc7e. Editor: Reduced the time taken to rebuild the test tree and to scan for assets a test created but did not delete. Editor: Reorganized Quality Project Settings, to make it clearer which options are relevant to which parts of Unity. Editor: The Texture Import Settings window indicates which platforms have override settings.

The window shows this with a blue line on the platform tabs. Editor: UI polish of Build Settings window improved logical sort of installed platforms.

Editor: Updated the Inspector property context menu 'Revert to Prefab' to work with multiple selected objects. Editor: Updated the Renderer component so that you can click on a Material inside the Renderer component to highlight the Sub Meshes with that Material in the Scene View. Editor: Updated the target window of a Dynamic Hint to be focused before displaying the Dynamic Hint, if available. Editor: You can now drag multiple GameObjects to the Project Window to create multiple prefabs at once.

GI: Added support for asynchronous environment sky updates to Enlighten Realtime Global Illumination to reduce the likelihood of frame hitches when the sky changes. GI: Ensured that analytics data about cancelled bakes are logged when the Editor closes while baking lighting.

GI: Upgraded Radeon Denoiser support to to version 1. Graphics: Added an error message that appears when a custom render texture uses a Material with an invalid or unsupported shader.

Graphics: Added support for VFX. CameraBuffersFallback preferences. Select from one of 3 options:. Graphics: Added the ability to remove shader Passes that contain ray tracing shaders for example, ClosestHit , AnyHit when ray tracing is not supported by the system or graphics API. Graphics: Changed Renderer components so that you can use. Graphics: Enhanced the error reporting from the command buffer in order to improve GPU-side Metal error logging.

Graphics: Fixed comments in shader examples from CommandBuffer. SetShaderPass that point to incorrect functions. Graphics: Improved the application of outstanding pending changes to RendererScene after a camera render. Graphics: Optimized Material. The improved speed depends on how many passes the Material has. Graphics: Split texture postprocessor re-imports by texture type to reduce the amount of re-imports when changing a texture postprocessor script. Graphics: Unity can now preload shaders after it loads the first Scene, and can distribute the preloading process across multiple frames.

You can choose to Continue or Cancel. IL2CPP: Corrected the source file hash so that a managed debugger can determine when a source file has changed and provide a proper warning. KeyCode to physical keys. CPU types that aren't supported are now ignored. This gives you control of the internal memory setup in Unity.

You can adjust the memory setup for individual projects. License: Improved license validation by syncing the access token with the licensing client every time the token changes. Debug build config now has frame capture automatically enabled. Previously, it could only be used with Script Only builds.

Package: Improved the migration tools so that Unity allows projects to migrate to the recent Visual Scripting version. Package: To open the Visual Scripting editor, you can now click the open inspector button and double click a graph in the project browser. Package: Updated names of UI elements in the Visual Scripting package to be consistent with new naming schemes.

Package: Visual Scripting now creates a warning message when you add more than one Input unit to a SuperUnit. Package: Visual Scripting now creates a warning when an Input System Package event references an action that is the wrong type for that event. Package: Visual Scripting: Migration tools are improved to let users migrate their project to the latest version of the Visual Scripting package.

Package Manager: Added new labels to package versions to clarify when a package is installed as a dependency. The latter lets you override the default cache location. Package Manager: Changed how string literals are translated by using string.

Format at definition time. Package Manager: Fixed the Add package from git URL option so that if you use a revision and a package path in the wrong order, you can't clone the repository. Package Manager: Improved the error message when a Git dependency cannot be resolved because the path querystring and revision fragment are in the wrong order. Package Manager: Improved the wording on the warning message when a user is using a different version of a package than the recommended version.

Package Manager: Increased the amount of information logged in upm. Package Manager: Optimized Git package download times for repositories using submodules with Git 2. Package Manager: Optimized Git package download times, most notably for repositories with a larger history. Particles: Added a warning when users select the same shader for both the main Material slot and the Trail Material slot. This is because GPU Instanced Mesh particles must not use the same shader for particle geometry and trail geometry.

Physics: Added units of measurement to the Articulation Body properties in the scripting documentation. Also disabled applying modifications from the instance in case the Prefab asset contains missing types. Editing the Prefab asset in isolation preserves MissingType information. Prefabs: Improved the Hierarchy so that you can see which Prefab instances have non-default overrides.

Profiler: Added missing memory labels sizes to the memory snapshot format, in order to give real value to the prexisting label list. Api for access this data will be found inside the memory profiler package. Profiler: Added profiler memory stats data. Data is similar to the Profiler Module data found in the Profiler Window.

Profiler: Added profiler target data to memory snapshot format. Data consists of elements such as Unity version, product name, total gfx memory, total physical memory, etc. Profiler: Encoded managed heap section type inside the snapshot format, for retrieval via the memory profiler package. Profiler: Improved the Memory Profiler module UI to clearly show how the high level memory stats contribute towards the total memory usage.

Profiler: Modified native connection reporting for the Memory Profiler in order to properly report connections between Assets. Multiple tethered android devices are now supported. Scripting: Certificate validation callbacks from. Net libraries pass now also previously identified root certificates along i. Scripting: Improved the Editor experience for setting up Unity version defines with assembly definition files. Scripting: Renamed ". NET Standard" to ". Scripting: Updated C language version to 9.

Scripting: CompiliationPipeline. GetAssemblies now correctly includes. Search: Share the same search debouncing threshold with the Project Browser and the Search window. Serialization: Improved the way that SerializeReference handles missing types. Instances where the type is missing are replaced with null. Other instances are editable and if there are fields that previously referred to the missing type which are still null, the missing type is preserved.

Serialization: Objects referenced from SerializeReference fields now have stable IDs, which reduces the risk of conflicts when multiple users collaborate on a scene file. Additionally, it also improves support for Undo and Prefab modes, especially when SerializeReference is used inside arrays and lists.

In addition, references now come with a new format with backward compatibility support for older assets. Shaders: Improved caching of the Shader import artifacts when a shader is reverted or has no changes after a reimport. Shaders: Removed the fixed shader keyword limits. The number of Global keywords is now limited to UInt32, the number of local shader keywords is now limited to UInt Terrain: Improved the worst-case performance while painting on high-resolution 2k x 2k or higher Terrain heightmaps.

Terrain: Terrain brushes that sample empty regions at the edge of a terrain now sample the nearest terrain's edge. Spine provides a Tint Black feature for slots, allowing animated black tint. Uses additive blend mode. Supports Additive blend mode when used with a CanvasGroup. Required additional setup steps for Additive blend mode at a CanvasGroup :. It is recommended to automatically assign blend mode materials on import via the provided BlendModeMaterials SkeletonData Modifier asset.

The shaders can be assigned to materials as usual and will respect your settings of the assigned UniversalRenderPipelineAsset under Project Settings - Graphics. You can find a demonstration of the URP shaders in the example scene com. The shaders can be assigned to materials as usual and will respect your settings of the assigned LightweightRenderPipelineAsset under Project Settings - Graphics. You can find a demonstration of the LWRP shaders in the example scene com.

Currently there are no official Shader Graph Spine shaders or shader nodes available. Note that when exporting your textures from Spine using Straight alpha settings, you should be able to use any non-Spine shader available.

In case you want to replicate a feature that only the Spine shaders have to offer, please have a look at the forum for postings like these [ 1 ], [ 2 ]. If you have any questions, you can always start a new forum thread in the Unity subforum.

While there is no officially provided shader template for the Amplify Shader Editor, user Hana has kindly shared template code on the forum here. Please first familiarize with how to write custom shaders for Unity in general. Especially Tutorial: vertex and fragment programs provides a good overview, allowing you to more easily understand what the individual parts of spine-unity shaders are doing.

It is highly recommended to start with a copy of an existing spine-unity shader. You can then gradually modify an already working shader to adjust it to achieve the desired effect.

You can for example add additional color processing before returning the final color. The following code shows a short example on how to create a modified version of the SkeletonGraphic shader extended by grayscale functionality:.

Be sure to consider the following differences between typical spine-unity shaders and other non-Spine shaders:. This shader is applied by default when a Material is generated upon importing your Spine texture atlas. If you want to use a shader using standard blend mode Blend SrcAlpha OneMinusSrcAlpha and don't need Additive Slots, you need to make sure to export your used atlas textures from Spine as Straight alpha.

Not writing to the depth buffer is typical of an alpha-blended 2D sprite shader. Transparent objects will be drawn in back-to-front order according to your Camera. If you want to use a shader that has depth write enabled, be sure to set Advanced - Z-Spacing to a value other than 0 at your SkeletonRenderer or SkeletonGraphic Component to prevent Z-Fighting, especially if you have lighting applied. Note that using the depth buffer may cause unwanted results around semitransparent areas, including aliasing effects on edges.

In order to apply lighting in a shader it is recommended to start from a working lit shader and modify your own copy accordingly. Simply changing the line Lighting Off to Lighting On will not lead to the desired effect, you need to evaluate lights in your vertex shader for per-vertex lighting or fragment shader functions for per-pixel lighting to multiply the color intensity accordingly. Also note that URP, URP-2D and standard-pipeline shaders all use a different lighting evaluation setup, so be sure to choose your reference shader accordingly.

The only strict requirement for rendering Spine skeletons is to disabling backface culling , which is typical for 2D shaders. Most 3D shaders will have backface culling enabled. With Spine meshes, this will cause some triangles to become invisible when parts are scaled negatively or if you flip your skeleton direction.

Enabling fog at your shader will require some additional vertex parameters and function calls added to your shader code. From UnityCG. The following lines implement this feature:. A ShadowCaster pass does not write any RGB colors but instead writes depth information to a shadow buffer. Therefore it must use ZWrite On. Since you cannot write semi-transparent depth, the fragment can either be written to the depth buffer, or discarded to not cast a shadow.

This is done with the thresholding function call:. The Materials array of a MeshRenderer is managed by the SkeletonRenderer every frame, depending on the currently assigned attachments and the AtlasAssets these are contained in. Note: Direct modifications to the Materials array have no effect as they will be overwritten in the following LateUpdate call. If assigned attachments are distributed across multiple atlas pages, e.

Every material in the Materials array corresponds to a draw call. Therefore a high ammount of material switching adversely affects performance. The Dragon example shows an unfortunate use case with many draw calls:. It is therefore recommended to pack attachments to as few atlas pages as possible, and to group attachments to atlas pages according to draw order to prevent unnecessary material switching.

Note: Direct modifications to the SkeletonRenderer 's Materials array have no effect as they will be overwritten in the following LateUpdate call.

If none of the methods below are suitable, you can manually override MeshRenderer. Materials every frame by using the SkeletonAnimation. This callback is called at the end of LateUpdate after atlas materials have been assigned.

SkeletonRenderer allows you to override Materials on specific slots or override the resulting materials. To replace an original material with your new material at runtime for an instance of SkeletonRenderer , you can use SkeletonRenderer. CustomMaterialOverride :. To use a replacement Material on just a specific slot, you can use SkeletonRenderer.

CustomSlotMaterial :. Using different Materials or MaterialProeprtyBlocks on skeleton instances breaks batching. If you only need to tint individual skeleton instances differently and require no other material property modifications, you can use the Skeleton.

A color properties. Note: When your animations modify attachment color values, be sure to set any Slot color values after the animations have been applied by using e.

UpdateComplete callback. You can use Renderer. SetPropertyBlock to override material property values for a single MeshRenderer. Note that the shader variable name is not the name displayed in the Inspector, such as Fill Color and Fill Phase.

To view the shader parameter names, you can open the. There you will find a listing of all parameters. The strings next to it like "Fill Color" is what is displayed in the Inspector. All spine-unity shaders use alpha blending to cleanly draw semi-transparent transitions at borders of attachments. Without alpha blending using a hard transparency threshold hard jagged outlines would be the result, similar to aliasing artifacts.

Unfortunately, alpha blending presents classical problems as the z-buffer cannot be used for automatic depth sorting. Instead, triangles need to be rendered in back-to-front order, painting parts over each other. Each SkeletonRenderer generates it's mesh accordingly, with triangles following the Slot draw order defined in Spine. Within a single mesh, even a single draw call will paint correctly ordered skeleton parts.

Using the standard spine-unity setup, whole skeleton meshes are rendered in an order determined by multiple factors:. If a scene's renderers are in the same sorting layer and order and the shader Queue tags are equal, you can control sorting of your Spine GameObjects via distance to the camera. Note that cameras provide a transparencySortMode property.

These properties are stored as part of MeshRenderer and are not part of SkeletonRenderer. Especially when using an orthographic camera, it may occur that skeletons using multiple atlas pages are sorted incorrectly. You can counter this by adding a Sorting Group component to the skeleton GameObject. Another workaround is to rotate the camera by a tiny ammount, e. Unfortunately, alpha blending will cause back parts of your skeleton show through when lowering the alpha value of your skeleton to make it semi-transparent.

This is a common problem due to transparency being applied when each triangle is drawn. One solution to this problem is to use a temporary RenderTexture. You can render the whole character to the RenderTexture at normal opacity and then draw the content of this RenderTexture to your scene at the desired fade opacity.

Note that this is only one of many ways to achive a fade-out effect. There may be other easier solutions such as gradually tinting the skeleton with a solid color, decreasing scale, etc. Existing 2D games may serve as valuable inspiration, as RenderTextures are a costly solution that has rarely been used in the past. The most important example components are listed below.

You may want to turn an animated skeleton into a puppet-like ragdoll, e. This can be achieved with the SkeletonRagdoll and SkeletonRagdoll2D example components, which provide a comfortable interface to create ragdoll physics components at a SkeletonRenderer or subclasses SkeletonAnimation and SkeletonMecanim. You may want to render a motion-trail or motion-blur effect at at character to simulate speed or power.

The SkeletonGhost example component can be attached at a SkeletonRenderer or subclasses SkeletonAnimation and SkeletonMecanim to draw the skeleton multiple times, using a customizable material.

You may want to have some bones to receive some inertia or to react to movement of other bones. This may be useful to have a cape follow the movement of a character in a more convincing way. This can be achieved with the SkeletonUtilityKinematicShadow component. It allows hinge chains to inherit a velocity interpreted from changes in parent transform position or from unrelated rigidbodies. You may want to save performance by rendering identical copies of animated Skeletons multiple times at different locations, e.

Or you want to render a mesh again behind itself using e. This component can be used to render an already animated and updated skeleton mesh again, saving the overhead of animation and calculating the mesh. The spine-unity runtime includes example scenes to demonstrate the most important components and usage of the C API for common use cases.

You can find them in the Spine Examples top level directory. Each scene includes a description text that will help you to quickly discover and understand the relevant parts. This scene demonstrates the SkeletonAnimation component and the referenced SkeletonDataAsset which provides the necessary data. This scene demonstrates basic animation code using the C API - starting animations and reacting to animation events. When pressing play, Spineboy will sequentially play animations walk, run, idle, and turn.

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