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diff --git a/Assets/Mini Simple Characters Skeleton Demo/Prefabs/Characters/mini simple skeleton demo_02.prefab b/Assets/Mini Simple Characters Skeleton Demo/Prefabs/Characters/mini simple skeleton demo_02.prefab
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diff --git a/Assets/Mini Simple Characters Skeleton Demo/Prefabs/Characters/mini simple skeleton demo_02.prefab.meta b/Assets/Mini Simple Characters Skeleton Demo/Prefabs/Characters/mini simple skeleton demo_02.prefab.meta
new file mode 100644
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+  iconMaxWidth: 192
+  title: Mini Simple Characters | Skeleton | Free Demo
+  sections:
+  - heading: About
+    text: Thank you for downloading the Mini Simple Characters | Skeleton | Free Demo asset.This demo base character is intended to you to test and see if it fit your needs before you buy the other characters or packs derived from this basemesh.
+    linkText: 
+    url: 
+  - heading: ✓ Optimization
+    text: "This character is extremely light and can be used in both pc and mobile
+      games. All models share a single texture file, allowing you to customize the colors
+      according to your needs just by duplicanting materials and adjusting the material offset. \n\nâš *Many models have primary, secondary, and even tertiary material slots, check the <Materials> option in the [ Inspector > Skinned Mesh Renderer ] to add multiple materials and customize colors to fit your needs."
+    linkText: 
+    url: 
+  - heading: ✓ Textures
+    text: "Diffuse/Albedo:\n-256px (.png)"
+    linkText: 
+    url: 
+  - heading: ✓ Polycount
+    text: "
+- body_arms | 1496 Tris\n
+- body_head | 614 Tris\n
+- body_legs | 2160 Tris\n
+- body_torso | 1552 Tris\n
+- shield_wood | 268 Tris\n
+- sword_wood | 204 Tris"
+    linkText: 
+    url: 
+  - heading: ✓ Blendshapes
+    text:  "Body_Head:\n- Angry\n- Sad\n\nâš *Make sure that the <Blend Shape Normals>is set to <Import> in [ Inspector > Import Settings > Model Tab ] to avoid artifacts when using the blendshapes"
+    linkText:
+    url:
+  - heading: ✓ Animations
+    text:  "-Idle\n-Walk\n-Run\n-Jump\n-Loose\n\n*All models have Humanoid rigs (Rigged/Skinned and Mecanim ready)\n\n⚠*Remember to adjust <Muscle & Settings> in the model´s [Rig > Configure] to adjust overlapping and clipping depending of your source animations."
+    linkText:
+    url:
+  - heading: ✓ Modular Design
+    text:  "This character is designed to be modular, making it easy to create a variety of combinations, allowing you to create unique characters and scenes."
+    linkText:
+    url:
+  - heading:
+    text:  "Each asset has been carefully crafted to add a unique touch to your game project!"
+    linkText:
+    url:
+  - heading: ☎ Contact/Support
+    text: 
+    linkText: Asset Store Profile 
+    url: https://assetstore.unity.com/publishers/20594
+  - heading: 
+    text: 
+    linkText: Twitter
+    url: https://twitter.com/joaobaltieri
+  loadedLayout: 1
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--- /dev/null
+++ b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Editor/ReadmeEditor.cs	
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+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+using UnityEditor;
+using System;
+using System.IO;
+using System.Reflection;
+
+[CustomEditor(typeof(Readme))]
+[InitializeOnLoad]
+public class ReadmeEditor : Editor {
+	
+	static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme";
+	
+	static float kSpace = 15f;
+	
+	static ReadmeEditor()
+	{
+		EditorApplication.delayCall += SelectReadmeAutomatically;
+	}
+	
+	static void SelectReadmeAutomatically()
+	{
+		if (!SessionState.GetBool(kShowedReadmeSessionStateName, false ))
+		{
+			var readme = SelectReadme();
+			SessionState.SetBool(kShowedReadmeSessionStateName, true);
+			
+			if (readme && !readme.loadedLayout)
+			{
+				LoadLayout();
+				readme.loadedLayout = true;
+			}
+		} 
+	}
+	
+	static void LoadLayout()
+	{
+		var assembly = typeof(EditorApplication).Assembly; 
+		var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true);
+		var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static);
+		method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "»Readme/Layout.wlt"), false});
+	}
+	
+	[MenuItem("Help/Project Readme")]
+	static Readme SelectReadme() 
+	{
+		var ids = AssetDatabase.FindAssets("Readme t:Readme");
+		if (ids.Length == 1)
+		{
+			var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0]));
+			
+			Selection.objects = new UnityEngine.Object[]{readmeObject};
+			
+			return (Readme)readmeObject;
+		}
+		else
+		{
+			Debug.Log("Couldn't find a readme");
+			return null;
+		}
+	}
+	
+	protected override void OnHeaderGUI()
+	{
+		var readme = (Readme)target;
+		Init();
+		
+		var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, readme.iconMaxWidth);
+		
+		GUILayout.BeginHorizontal("In BigTitle");
+		{
+			GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth));
+			GUILayout.Label(readme.title, TitleStyle);
+		}
+		GUILayout.EndHorizontal();
+	}
+	
+	public override void OnInspectorGUI()
+	{
+		var readme = (Readme)target;
+		Init();
+		
+		foreach (var section in readme.sections)
+		{
+			if (!string.IsNullOrEmpty(section.heading))
+			{
+				GUILayout.Label(section.heading, HeadingStyle);
+			}
+			if (!string.IsNullOrEmpty(section.text))
+			{
+				GUILayout.Label(section.text, BodyStyle);
+			}
+			if (!string.IsNullOrEmpty(section.linkText))
+			{
+				GUILayout.Space(kSpace / 2);
+				if (LinkLabel(new GUIContent(section.linkText)))
+				{
+					Application.OpenURL(section.url);
+				}
+			}
+			GUILayout.Space(kSpace);
+		}
+	}
+	
+	
+	bool m_Initialized;
+	
+	GUIStyle LinkStyle { get { return m_LinkStyle; } }
+	[SerializeField] GUIStyle m_LinkStyle;
+	
+	GUIStyle TitleStyle { get { return m_TitleStyle; } }
+	[SerializeField] GUIStyle m_TitleStyle;
+	
+	GUIStyle HeadingStyle { get { return m_HeadingStyle; } }
+	[SerializeField] GUIStyle m_HeadingStyle;
+	
+	GUIStyle BodyStyle { get { return m_BodyStyle; } }
+	[SerializeField] GUIStyle m_BodyStyle;
+	
+	void Init()
+	{
+		if (m_Initialized)
+			return;
+		m_BodyStyle = new GUIStyle(EditorStyles.label);
+		m_BodyStyle.wordWrap = true;
+		m_BodyStyle.fontSize = 12;
+		
+		m_TitleStyle = new GUIStyle(m_BodyStyle);
+		m_TitleStyle.fontSize = 22;
+
+		m_HeadingStyle = new GUIStyle(m_BodyStyle);
+		m_HeadingStyle.fontSize = 14;
+		m_HeadingStyle.fontStyle = FontStyle.Bold;
+		
+		m_LinkStyle = new GUIStyle(m_BodyStyle);
+		// Match selection color which works nicely for both light and dark skins
+		m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f);
+		m_LinkStyle.stretchWidth = false;
+		
+		m_Initialized = true;
+	}
+	
+	bool LinkLabel (GUIContent label, params GUILayoutOption[] options)
+	{
+		var position = GUILayoutUtility.GetRect(label, LinkStyle, options);
+
+		Handles.BeginGUI ();
+		Handles.color = LinkStyle.normal.textColor;
+		Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax));
+		Handles.color = Color.white;
+		Handles.EndGUI ();
+
+		EditorGUIUtility.AddCursorRect (position, MouseCursor.Link);
+
+		return GUI.Button (position, label, LinkStyle);
+	}
+}
+
diff --git a/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Editor/ReadmeEditor.cs.meta b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Editor/ReadmeEditor.cs.meta
new file mode 100644
index 0000000..f038618
--- /dev/null
+++ b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Editor/ReadmeEditor.cs.meta	
@@ -0,0 +1,12 @@
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+guid: 476cc7d7cd9874016adc216baab94a0a
+timeCreated: 1484146680
+licenseType: Store
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+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
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diff --git a/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs
new file mode 100644
index 0000000..61c90ec
--- /dev/null
+++ b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs	
@@ -0,0 +1,15 @@
+using System;
+using UnityEngine;
+
+public class Readme : ScriptableObject {
+	public Texture2D icon;
+	public float iconMaxWidth = 128f;
+	public string title;
+	public Section[] sections;
+	public bool loadedLayout;
+	
+	[Serializable]
+	public class Section {
+		public string heading, text, linkText, url;
+	}
+}
diff --git a/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs.meta b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs.meta
new file mode 100644
index 0000000..da39403
--- /dev/null
+++ b/Assets/Mini Simple Characters Skeleton Demo/Readme/Scripts/Readme.cs.meta	
@@ -0,0 +1,12 @@
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diff --git a/Assets/Mini Simple Characters Skeleton Demo/Scenes.meta b/Assets/Mini Simple Characters Skeleton Demo/Scenes.meta
new file mode 100644
index 0000000..a9500a5
--- /dev/null
+++ b/Assets/Mini Simple Characters Skeleton Demo/Scenes.meta	
@@ -0,0 +1,8 @@
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+  userData: 
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diff --git a/Assets/Mini Simple Characters Skeleton Demo/Scenes/Mini Simple Characters Skeleton Demo Scene.unity b/Assets/Mini Simple Characters Skeleton Demo/Scenes/Mini Simple Characters Skeleton Demo Scene.unity
new file mode 100644
index 0000000..89542a9
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+++ b/Assets/Mini Simple Characters Skeleton Demo/Scenes/Mini Simple Characters Skeleton Demo Scene.unity	
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index 0000000..9e7f97d
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diff --git a/Assets/SharedSpatialAnchors/Scenes/SharedSpatialAnchors.unity b/Assets/SharedSpatialAnchors/Scenes/SharedSpatialAnchors.unity
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