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Added details for Unity 2019 (add missing packages through the package manager) in README.md
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README.md

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[<img alt="Get ARCore Depth Lab on Google Play" height="50px" src="https://play.google.com/intl/en_us/badges/images/apps/en-play-badge-border.png" />](https://play.google.com/store/apps/details?id=com.google.ar.unity.arcore_depth_lab)
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## Sample Features
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## Sample features
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The sample scenes demonstrate three different ways to access depth:
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* Environment relighting
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* False-color depth map
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## Building and Running Samples
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These samples target [Unity 2018.4.16f1](https://unity3d.com) and require
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[ARCore SDK for Unity](https://github.com/google-ar/arcore-unity-sdk) v1.18.0 or
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newer. Download and import
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## Unity project setup
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These samples target [**Unity 2018.4.16f1**](https://unity3d.com) and require
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[**ARCore SDK for Unity**](https://github.com/google-ar/arcore-unity-sdk)
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**v1.18.0** or newer. Download and import
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[`arcore-unity-sdk-1.18.0.unitypackage`](https://github.com/google-ar/arcore-unity-sdk/releases)
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or newer into the sample project. Close and reopen the project and reimport all
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demo shaders to resolve any dependency issues in the Unity editor. This project
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only builds with the Build Platform **Android**. **Instant Preview** is not
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enabled for Depth API yet. Build the project to an Android device instead of
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using the **Play** button in the Unity editor.
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In **Unity 2019 or newer** you may see code errors associated with
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`SpatialTracking`, `NetworkBehaviour`, and scripts in
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`Assets/GoogleARCore/*`. In `Unity > Window > Package Manager` add the following
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packages to resolve the issue:
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* **Multiplayer HLAPI** (com.unity.multiplayer-hlapi)
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* **XR Legacy Input Helpers** (com.unity.xr.legacyinputhelpers)
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## Building samples
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Individual scenes can be built and run by just enabling a particular scene, e.g.
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`FogEffect` to try out the depth-aware fog filter.
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Assets/ARRealismDemos/CollisionDetection/Scenes/CollisionAwareObjectPlacement.unity
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Assets/ARRealismDemos/Water/Scenes/Water.unity`
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## Upcoming breaking change affecting previously published 32-bit-only apps
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## Upcoming breaking change affecting 32-bit-only apps
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The project is set up to use the `IL2CPP` scripting backend instead of `Mono` to
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build an `ARM64` app. You may be prompted to locate the Android NDK folder.
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To learn more about this breaking change, and for instructions on how to update
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your app, see https://developers.google.com/ar/64bit.
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## Sample Project Structure
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## Sample project structure
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The main sample assets are placed inside the `Assets/ARRealismDemos` folder.
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Each subfolder contains sample features or helper components.
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This sample uses a modified GPU occlusion shader to create a
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flooding effect with artificial water in the physical environment.
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## Developing your own ARCore Depth-enabled Unity Experiences
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## Developing your own ARCore Depth-enabled Unity experiences
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Please make sure that the Unity scene is properly set up to run ARCore. Provide
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depth data by attaching the `ARCoreSession` to the appropriate configuration.
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Please see the example provided in the
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the `DepthTarget` script is attached to a `GameObject` with a `Meshrenderer`
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component.
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## Helper Classes
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## Helper classes
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### `DepthSource`
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A singleton instance of this class contains references to the CPU array and GPU
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This class contains low-level operations and access to the depth data. It should
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only be use by advanced developers.
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## User Privacy Requirements
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## User privacy requirements
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You must prominently disclose the use of Google Play Services for AR (ARCore)
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and how it collects and processes data in your application. This information
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series = {UIST},
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}
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## Additional Information
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## Additional information
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You may use this software under the
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[Apache 2.0 License](https://github.com/googlesamples/arcore-depth-lab/blob/master/LICENSE).

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