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+  spawnRadius: 5
+  spawnCollisionCheckRadius: 0.1
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new file mode 100644
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+++ b/Assets/_CompletedAssets/Prefabs/Orbs/OrbManager.prefab.meta
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diff --git a/Assets/_CompletedAssets/Prefabs/Orbs/SpeedOrb.prefab b/Assets/_CompletedAssets/Prefabs/Orbs/SpeedOrb.prefab
new file mode 100644
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diff --git a/Assets/_CompletedAssets/Prefabs/Orbs/SpeedOrb.prefab.meta b/Assets/_CompletedAssets/Prefabs/Orbs/SpeedOrb.prefab.meta
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new file mode 100644
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new file mode 100644
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diff --git a/Assets/_CompletedAssets/Scripts/Enemy/EnemyAttack.cs b/Assets/_CompletedAssets/Scripts/Enemy/EnemyAttack.cs
index 7d3afda151d97cac41f8f335d4372d38d44b260f..03576135b97961307f28cba673d3bcc42aed269e 100644
--- a/Assets/_CompletedAssets/Scripts/Enemy/EnemyAttack.cs
+++ b/Assets/_CompletedAssets/Scripts/Enemy/EnemyAttack.cs
@@ -10,7 +10,7 @@ namespace CompleteProject
 
 
         Animator anim;                              // Reference to the animator component.
-        GameObject player;                          // Reference to the player GameObject.
+        UnityEngine.GameObject player;                          // Reference to the player GameObject.
         PlayerHealth playerHealth;                  // Reference to the player's health.
         EnemyHealth enemyHealth;                    // Reference to this enemy's health.
         bool playerInRange;                         // Whether player is within the trigger collider and can be attacked.
@@ -20,7 +20,7 @@ namespace CompleteProject
         void Awake ()
         {
             // Setting up the references.
-            player = GameObject.FindGameObjectWithTag ("Player");
+            player = UnityEngine.GameObject.FindGameObjectWithTag ("Player");
             playerHealth = player.GetComponent <PlayerHealth> ();
             enemyHealth = GetComponent<EnemyHealth>();
             anim = GetComponent <Animator> ();
diff --git a/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs b/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs
index 70ddb79939969fb2d84d39be0f63f7b114680733..e932680dd2e0280af815a53c08397772bcfe71f9 100644
--- a/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs
+++ b/Assets/_CompletedAssets/Scripts/Enemy/EnemyHealth.cs
@@ -5,12 +5,12 @@ namespace CompleteProject
     public class EnemyHealth : MonoBehaviour
     {
         public int startingHealth = 100;            // The amount of health the enemy starts the game with.
-        public int currentHealth;                   // The current health the enemy has.
+        public float currentHealth;                   // The current health the enemy has.
         public float sinkSpeed = 2.5f;              // The speed at which the enemy sinks through the floor when dead.
         public int scoreValue = 10;                 // The amount added to the player's score when the enemy dies.
         public AudioClip deathClip;                 // The sound to play when the enemy dies.
-
-
+        
+        OrbManager orbManager;                      // The manager to drop orb
         Animator anim;                              // Reference to the animator.
         AudioSource enemyAudio;                     // Reference to the audio source.
         ParticleSystem hitParticles;                // Reference to the particle system that plays when the enemy is damaged.
@@ -26,6 +26,7 @@ namespace CompleteProject
             enemyAudio = GetComponent <AudioSource> ();
             hitParticles = GetComponentInChildren <ParticleSystem> ();
             capsuleCollider = GetComponent <CapsuleCollider> ();
+            orbManager = UnityEngine.GameObject.FindGameObjectWithTag("OrbManager").GetComponent<OrbManager>();
 
             // Setting the current health when the enemy first spawns.
             currentHealth = startingHealth;
@@ -43,7 +44,7 @@ namespace CompleteProject
         }
 
 
-        public void TakeDamage (int amount, Vector3 hitPoint)
+        public void TakeDamage (float amount, Vector3 hitPoint)
         {
             // If the enemy is dead...
             if(isDead)
@@ -90,6 +91,9 @@ namespace CompleteProject
 
         public void StartSinking ()
         {
+            // Drop the orb
+            orbManager.Spawn();
+
             // Find and disable the Nav Mesh Agent.
             GetComponent <UnityEngine.AI.NavMeshAgent> ().enabled = false;
 
diff --git a/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs b/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs
index 37a242bf5ea75bfd7382feaab1ce40b8763f07c7..e0a56b00696cd328b9a8cdbb5c46f75a3e2ba4c8 100644
--- a/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs
+++ b/Assets/_CompletedAssets/Scripts/Enemy/EnemyMovement.cs
@@ -11,23 +11,23 @@ namespace CompleteProject
         UnityEngine.AI.NavMeshAgent nav;               // Reference to the nav mesh agent.
 
 
-        void Awake ()
+        void Awake()
         {
             // Set up the references.
-            player = GameObject.FindGameObjectWithTag ("Player").transform;
-            playerHealth = player.GetComponent <PlayerHealth> ();
-            enemyHealth = GetComponent <EnemyHealth> ();
-            nav = GetComponent <UnityEngine.AI.NavMeshAgent> ();
+            player = UnityEngine.GameObject.FindGameObjectWithTag("Player").transform;
+            playerHealth = player.GetComponent<PlayerHealth>();
+            enemyHealth = GetComponent<EnemyHealth>();
+            nav = GetComponent<UnityEngine.AI.NavMeshAgent>();
         }
 
 
-        void Update ()
+        void Update()
         {
             // If the enemy and the player have health left...
-            if(enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
+            if (enemyHealth.currentHealth > 0 && playerHealth.currentHealth > 0)
             {
                 // ... set the destination of the nav mesh agent to the player.
-                nav.SetDestination (player.position);
+                nav.SetDestination(player.position);
             }
             // Otherwise...
             else
diff --git a/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs b/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs
index b4897880b45f96d9b9f843f4a8fcd0fce32b7891..d75a3902d3f468402b99ce2a58b04f97106bb0c9 100644
--- a/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs
+++ b/Assets/_CompletedAssets/Scripts/Managers/EnemyManager.cs
@@ -5,7 +5,7 @@ namespace CompleteProject
     public class EnemyManager : MonoBehaviour
     {
         public PlayerHealth playerHealth;       // Reference to the player's heatlh.
-        public GameObject enemy;                // The enemy prefab to be spawned.
+        public UnityEngine.GameObject enemy;                // The enemy prefab to be spawned.
         public float spawnTime = 3f;            // How long between each spawn.
         public Transform[] spawnPoints;         // An array of the spawn points this enemy can spawn from.
 
diff --git a/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs
new file mode 100644
index 0000000000000000000000000000000000000000..3974d04d87d12c00774532fc36b58389e2498e3a
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs
@@ -0,0 +1,63 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace CompleteProject
+{
+    public class OrbManager : MonoBehaviour
+    {
+        public PlayerHealth playerHealth;       // Reference to the player's heatlh.
+        public Transform playerTransform;
+        public UnityEngine.GameObject[] orbs;                // The orb prefabs to be spawn.
+        public float spawnRadius = 5f;
+        public float spawnCollisionCheckRadius = 0.5f;
+
+        public void Spawn()
+        {
+            // If the player has no health left...
+            if (playerHealth.currentHealth <= 0f)
+            {
+                // ... exit the function.
+                return;
+            }
+
+            // Generate Random Point for Spawn
+            Vector3 spawnPoint = Vector3.zero;
+            spawnPoint.y = 0.11f;
+           
+            // Get random point
+            spawnPoint.x = playerTransform.position.x + (2 * Random.value - 1) * spawnRadius;
+            spawnPoint.z = playerTransform.position.z + (2 * Random.value - 1) * spawnRadius;
+
+            // Adjust to not exit the orb spawn radiu
+            if (spawnPoint.x < 0)
+            {
+                spawnPoint.x = Mathf.Max(spawnPoint.x, -spawnRadius);
+            }
+            else if (spawnPoint.x > 0) { 
+                spawnPoint.x = Mathf.Min(spawnPoint.x, spawnRadius);
+            }
+
+            if (spawnPoint.z < 0)
+            {
+                spawnPoint.z = Mathf.Max(spawnPoint.z, -spawnRadius);
+            }
+            else if (spawnPoint.z > 0)
+            {
+                spawnPoint.z = Mathf.Min(spawnPoint.z, spawnRadius);
+            }
+         
+
+            if (!Physics.CheckSphere(spawnPoint, spawnCollisionCheckRadius))
+            {
+                // Randomly select orb type to spawn
+                int orbTypeIdx = Random.Range(0, orbs.Length);
+
+                // Create an instance of the orb prefab at the randomly selected spawn point's position and rotation.
+                Instantiate(orbs[orbTypeIdx], spawnPoint, playerTransform.rotation);
+            }
+            
+
+        }
+    }
+}
diff --git a/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs.meta b/Assets/_CompletedAssets/Scripts/Managers/OrbManager.cs.meta
new file mode 100644
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diff --git a/Assets/_CompletedAssets/Scripts/Orbs.meta b/Assets/_CompletedAssets/Scripts/Orbs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..5e88abb50bb5ab0055e650d6eb7ade6971e40086
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs
new file mode 100644
index 0000000000000000000000000000000000000000..c70bc76c6eb1deab0992f974a3749c5be456c21d
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs
@@ -0,0 +1,51 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace CompleteProject
+{
+    public class DamageOrbDropped : MonoBehaviour
+    {
+        UnityEngine.GameObject player; // Reference to the player GameObject.
+        PlayerShooting playerShooting;
+        float timer;
+        void Awake()
+        {
+            // Setting up the references
+            player = UnityEngine.GameObject.FindGameObjectWithTag("Player");
+            playerShooting = player.GetComponentInChildren<PlayerShooting>();
+            timer = 0f;
+        }
+
+        void OnCollisionEnter(UnityEngine.Collision collision)
+        {
+            // If the entering collider is the player 
+            if (collision.gameObject == player)
+            {
+                // If player is not pick damageOrb 15 times or more
+                if (playerShooting.powerUp < 1.5f)
+                {
+                    playerShooting.PowerUp();
+                    GetComponent<Renderer>().enabled = false;
+                    Destroy(gameObject, 1f);
+                }
+            }
+        }
+
+
+        // Update is called once per frame
+        void Update()
+        {
+            timer += Time.deltaTime;
+
+            // If orb was dropped more than 5 seconds, orb will disappear
+            if (timer > 5f)
+            {
+                GetComponent<Renderer>().enabled = false;
+                Destroy(gameObject, 1f);
+
+            }
+        }
+    }
+
+}
\ No newline at end of file
diff --git a/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/DamageOrbDropped.cs.meta
new file mode 100644
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diff --git a/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs
new file mode 100644
index 0000000000000000000000000000000000000000..0991ee79144ddd29e2977297d57164d9d89d5f38
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs
@@ -0,0 +1,48 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace CompleteProject
+{
+    public class HealthOrbDropped : MonoBehaviour
+    {
+        UnityEngine.GameObject player; // Reference to the player GameObject.
+        PlayerHealth playerHealth;
+        float timer;
+        void Awake()
+        {
+            // Setting up the references
+            player = UnityEngine.GameObject.FindGameObjectWithTag("Player");
+            playerHealth = player.GetComponentInChildren<PlayerHealth>();
+            timer = 0f;
+        }
+
+        void OnCollisionEnter(UnityEngine.Collision collision)
+        {
+            // If the entering collider is the player 
+            if (collision.gameObject == player)
+            {
+                Debug.Log("Nyentuh Health orb");
+
+                // Heal the player
+                playerHealth.Heal();
+                GetComponent<Renderer>().enabled = false;
+                Destroy(gameObject, 1f);
+            }
+        }
+
+
+        // Update is called once per frame
+        void Update()
+        {
+            timer += Time.deltaTime;
+
+            // If orb was dropped more than 5 seconds, orb will disappear
+            if (timer > 5f)
+            {
+                GetComponent<Renderer>().enabled = false;
+                Destroy(gameObject, 1f);
+            }
+        }
+    }
+}
diff --git a/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..325d01155099e8a0fc7d5a7d2551aadfa7d85b65
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs/HealthOrbDropped.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 61bb0f5f3b0195943a410e0599b826e4
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs
new file mode 100644
index 0000000000000000000000000000000000000000..f7faa6d4318360256745e55c8aa1e4fc9d267474
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs
@@ -0,0 +1,47 @@
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+namespace CompleteProject
+{
+    public class SpeedOrbDropped : MonoBehaviour
+    {
+        UnityEngine.GameObject player; // Reference to the player GameObject.
+        PlayerMovement playerMovement;
+        float timer;
+        void Awake()
+        {
+            // Setting up the references
+            player = UnityEngine.GameObject.FindGameObjectWithTag("Player");
+            playerMovement = player.GetComponentInChildren<PlayerMovement>();
+            timer = 0f;
+        }
+
+        void OnCollisionEnter(UnityEngine.Collision collision)
+        {
+            // If the entering collider is the player 
+            if (collision.gameObject == player)
+            {
+                Debug.Log("Nyentuh speed orb");
+                // Set speedup for player
+                playerMovement.SpeedUp();
+                GetComponent<Renderer>().enabled = false;
+                Destroy(gameObject, 1f);
+            }
+        }
+
+
+        // Update is called once per frame
+        void Update()
+        {
+            timer += Time.deltaTime;
+
+            // If orb was dropped more than 5 seconds, orb will disappear
+            if (timer > 5f)
+            {
+                GetComponent<Renderer>().enabled = false;
+                Destroy(gameObject, 1f);
+            }
+        }
+    }
+}
\ No newline at end of file
diff --git a/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..cd38e6c59efa2115f1eecb9710eacdd431ee5535
--- /dev/null
+++ b/Assets/_CompletedAssets/Scripts/Orbs/SpeedOrbDropped.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 95d5c812f75d96347b5b7f65ab04c3f7
+MonoImporter:
+  externalObjects: {}
+  serializedVersion: 2
+  defaultReferences: []
+  executionOrder: 0
+  icon: {instanceID: 0}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: 
diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs
index 0c2514b7267b891afc1e78011f31fb95444619f8..3c4fb4ba41c3cacb3fa2de7844dc36b60304cfc6 100644
--- a/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs
+++ b/Assets/_CompletedAssets/Scripts/Player/PlayerHealth.cs
@@ -7,13 +7,14 @@ namespace CompleteProject
 {
     public class PlayerHealth : MonoBehaviour
     {
-        public int startingHealth = 100;                            // The amount of health the player starts the game with.
-        public int currentHealth;                                   // The current health the player has.
+        public float startingHealth = 100f;                            // The amount of health the player starts the game with.
+        public float currentHealth;                                   // The current health the player has.
         public Slider healthSlider;                                 // Reference to the UI's health bar.
         public Image damageImage;                                   // Reference to an image to flash on the screen on being hurt.
         public AudioClip deathClip;                                 // The audio clip to play when the player dies.
         public float flashSpeed = 5f;                               // The speed the damageImage will fade at.
-        public Color flashColour = new Color(1f, 0f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.
+        public Color healFlashColour = new Color(1f, 0f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.
+        public Color damageFlashColour = new Color(0.455f, 1f, 0f, 0.1f);     // The colour the damageImage is set to, to flash.
 
 
         Animator anim;                                              // Reference to the Animator component.
@@ -23,7 +24,6 @@ namespace CompleteProject
         bool isDead;                                                // Whether the player is dead.
         bool damaged;                                               // True when the player gets damaged.
 
-
         void Awake ()
         {
             // Setting up the references.
@@ -43,7 +43,7 @@ namespace CompleteProject
             if(damaged)
             {
                 // ... set the colour of the damageImage to the flash colour.
-                damageImage.color = flashColour;
+                damageImage.color = damageFlashColour;
             }
             // Otherwise...
             else
@@ -56,8 +56,19 @@ namespace CompleteProject
             damaged = false;
         }
 
+        public void Heal() {
+            if ((currentHealth / startingHealth) > 0.8f)
+            {
+                currentHealth = startingHealth;
+            }
+            else
+            {
+                currentHealth += 0.2f * startingHealth;
+            }
+            healthSlider.value = currentHealth;
+        }
 
-        public void TakeDamage (int amount)
+        public void TakeDamage (float amount)
         {
             // Set the damaged flag so the screen will flash.
             damaged = true;
diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs
index 901cb0a1f45379e2a3d8f3b1f6005ea20f9b0e34..bbae00d094dcbc283b79fbfc3113614eca4bd633 100644
--- a/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs
+++ b/Assets/_CompletedAssets/Scripts/Player/PlayerMovement.cs
@@ -6,7 +6,8 @@ namespace CompleteProject
     public class PlayerMovement : MonoBehaviour
     {
         public float speed = 6f;            // The speed that the player will move at.
-
+        public float speedUp = 1f;
+        public float speedUpTime = 0f;
 
         Vector3 movement;                   // The vector to store the direction of the player's movement.
         Animator anim;                      // Reference to the animator component.
@@ -48,11 +49,12 @@ namespace CompleteProject
 
         void Move (float h, float v)
         {
+            Debug.Log("speed total: " + (speed*speedUp));
             // Set the movement vector based on the axis input.
             movement.Set (h, 0f, v);
             
             // Normalise the movement vector and make it proportional to the speed per second.
-            movement = movement.normalized * speed * Time.deltaTime;
+            movement = movement.normalized * speed * speedUp * Time.deltaTime;
 
             // Move the player to it's current position plus the movement.
             playerRigidbody.MovePosition (transform.position + movement);
@@ -113,5 +115,25 @@ namespace CompleteProject
             // Tell the animator whether or not the player is walking.
             anim.SetBool ("IsWalking", walking);
         }
+
+        public void SpeedUp() {
+            speedUp = 1.2f;
+            speedUpTime = 15f;
+        }
+
+        private void Update()
+        {
+            // Reducing speedUpTime if any
+            if (speedUpTime > 0) { 
+                speedUpTime -= Time.deltaTime;
+
+                // If speedUpTime over, set speedUp back to 1
+                if (speedUpTime <= 0) { 
+                    speedUpTime = 0;
+                    speedUp = 1f;
+                }
+            }
+
+        }
     }
 }
\ No newline at end of file
diff --git a/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs b/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs
index e4b458c2dd3d792ac92e7a46f41d33f54bf73b20..f9c52775a0a7b1f113c194d2cadcf25c51c2ef64 100644
--- a/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs
+++ b/Assets/_CompletedAssets/Scripts/Player/PlayerShooting.cs
@@ -8,7 +8,7 @@ namespace CompleteProject
         public int damagePerShot = 20;                  // The damage inflicted by each bullet.
         public float timeBetweenBullets = 0.15f;        // The time between each shot.
         public float range = 100f;                      // The distance the gun can fire.
-
+        public float powerUp = 0f;
 
         float timer;                                    // A timer to determine when to fire.
         Ray shootRay = new Ray();                       // A ray from the gun end forwards.
@@ -21,7 +21,6 @@ namespace CompleteProject
 		public Light faceLight;								// Duh
         float effectsDisplayTime = 0.2f;                // The proportion of the timeBetweenBullets that the effects will display for.
 
-
         void Awake ()
         {
             // Create a layer mask for the Shootable layer.
@@ -73,9 +72,14 @@ namespace CompleteProject
             gunLight.enabled = false;
         }
 
+        public void PowerUp()
+        {
+            powerUp += 0.1f;
+        }
 
         void Shoot ()
         {
+            Debug.Log("Damage: "+(damagePerShot*(1f + powerUp)));
             // Reset the timer.
             timer = 0f;
 
@@ -108,7 +112,7 @@ namespace CompleteProject
                 if(enemyHealth != null)
                 {
                     // ... the enemy should take damage.
-                    enemyHealth.TakeDamage (damagePerShot, shootHit.point);
+                    enemyHealth.TakeDamage (damagePerShot*(1f+powerUp), shootHit.point);
                 }
 
                 // Set the second position of the line renderer to the point the raycast hit.
diff --git a/ProjectSettings/SceneTemplateSettings.json b/ProjectSettings/SceneTemplateSettings.json
new file mode 100644
index 0000000000000000000000000000000000000000..5e97f8393ecf2f43993e48c5099ca1d47aca011b
--- /dev/null
+++ b/ProjectSettings/SceneTemplateSettings.json
@@ -0,0 +1,121 @@
+{
+    "templatePinStates": [],
+    "dependencyTypeInfos": [
+        {
+            "userAdded": false,
+            "type": "UnityEngine.AnimationClip",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.Animations.AnimatorController",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.AnimatorOverrideController",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.Audio.AudioMixerController",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.ComputeShader",
+            "defaultInstantiationMode": 1
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Cubemap",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.GameObject",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.LightingDataAsset",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.LightingSettings",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Material",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.MonoScript",
+            "defaultInstantiationMode": 1
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.PhysicMaterial",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.PhysicsMaterial2D",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Rendering.PostProcessing.PostProcessProfile",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Rendering.PostProcessing.PostProcessResources",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Rendering.VolumeProfile",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEditor.SceneAsset",
+            "defaultInstantiationMode": 1
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Shader",
+            "defaultInstantiationMode": 1
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.ShaderVariantCollection",
+            "defaultInstantiationMode": 1
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Texture",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Texture2D",
+            "defaultInstantiationMode": 0
+        },
+        {
+            "userAdded": false,
+            "type": "UnityEngine.Timeline.TimelineAsset",
+            "defaultInstantiationMode": 0
+        }
+    ],
+    "defaultDependencyTypeInfo": {
+        "userAdded": false,
+        "type": "<default_scene_template_dependencies>",
+        "defaultInstantiationMode": 1
+    },
+    "newSceneOverride": 0
+}
\ No newline at end of file