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