unity and native osx bundles and frameworks build from the same project now
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integrations/Unity3D/ZeroTier-Unity3D-Test.userprefs
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integrations/Unity3D/ZeroTier-Unity3D-Test.userprefs
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<Properties StartupItem="Assembly-CSharp.csproj">
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<MonoDevelop.Ide.Workspace ActiveConfiguration="Debug" PreferredExecutionTarget="Unity.Instance.Unity Editor" />
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<MonoDevelop.Ide.Workbench ActiveDocument="Assets/ZeroTier.cs">
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<Files>
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<File FileName="Assets/ZeroTier.cs" Line="215" Column="29" />
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<File FileName="Assets/ZeroTierUtils.cs" Line="52" Column="37" />
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<File FileName="Assets/WorldMain.cs" Line="1" Column="1" />
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<File FileName="Assets/CameraControl.js" Line="1" Column="1" />
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<File FileName="Assets/OBJ-IO/Examples/Scripts/Example.cs" Line="29" Column="3" />
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<File FileName="Assets/Demo.cs" Line="44" Column="38" />
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<File FileName="Assets/MyZeroTier.cs" Line="3" Column="1" />
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</Files>
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</MonoDevelop.Ide.Workbench>
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<MonoDevelop.Ide.DebuggingService.Breakpoints>
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<BreakpointStore>
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<Breakpoint file="/Users/Joseph/ZeroTier-Unity3D-Test/Assets/ZeroTier.cs" line="80" column="1" />
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<Breakpoint file="/Users/Joseph/ZeroTier-Unity3D-Test/Assets/ZeroTier.cs" line="82" column="1" />
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</BreakpointStore>
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</MonoDevelop.Ide.DebuggingService.Breakpoints>
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<MonoDevelop.Ide.DebuggingService.PinnedWatches />
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</Properties>
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