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Copy file name to clipboardExpand all lines: README.md
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**FAQs:**
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---
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**Q: Does RealtimeCSG support runtime editing?**
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* A: **No.** RealtimeCSG does **not** support or have API for runtime editing. This does not stop you from using the native binary to create your own bindings to use. We do not provide support for that, so you are on your own in doing this. If you are unsure where to start, [then you can check out the native folder](https://github.com/LogicalError/realtime-CSG-for-unity/tree/master/Plugins/Editor/Scripts/Control/Bindings), which has the bindings that RealtimeCSG uses.
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**Q: How do I turn RealtimeCSG off in the editor?**
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* A: Simply press CTRL+F3 to toggle it!
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**Q: Can I use RealtimeCSG to edit other meshes?**
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* A: No. RealtimeCSG is intended to work with its own brushes, which generates its own output mesh. It cannot be used for that purpose.
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**Q: Can I have access to the native C++ code?**
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* A: No. Unless stated otherwise, it will not be available to the public. Sorry for that.
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**Q: Is there a build of the native binary for <x> distro?**
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A: RealtimeCSG currently supports the following platforms:
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- Windows x64
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- MacOS
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There are plans and work being done in the background to bring support to Linux. This does not mean it will support *all* linux distros. Just the popular ones like Debian, Ubuntu, Mint, etc.
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Unsupported platforms:
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- Any ARM platforms. We don't have access to an ARM system. This may/may not change if one of us gets one, but it is unlikely.
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**Q: Can I build RealtimeCSG for another OS?**
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* A: See "Can I have access to the native C++ code?".
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**Links:**
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* Create your own branch
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* Submit a PR (do not submit PRs from the master branch of your fork)
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