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frame3sharpsampleapp's Issues

EditorXR support?

I just noticed this project from your mention on geometry3Sharp:
gradientspace/geometry3Sharp#83 (comment)

It's cool to see you go a similar approach in design with "handed tools" and an active tool in each hand. This is how EditorXR works utilizing a priority tool stack.

I know you're focused on gradientspace, but figured I'd mentioned EditorXR if you have any interest in having your tools run in the Unity Editor:
https://github.com/Unity-Technologies/EditorXR/

My hope is that it wouldn't be too hard to integrate EditorXR interfaces into your existing tools.

Separate from that, I think you might be interested in the Conditional Compilation Utility if you want to have defines automatically added to the Unity project upon detecting that a dependency exists. Optional assembly definition dependencies are coming to 2019.1, but this is a stop-gap for non-assembly projects:
https://github.com/Unity-Technologies/ConditionalCompilationUtility

I appreciate that you open-source the underlying tech that goes into your application. From the activity on geometry3Sharp it seems that you are serving quite a lot of people who were needing the functionality that your SDK has.

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