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Copy file name to clipboardExpand all lines: README.md
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@@ -406,8 +406,9 @@ If the user's GPU is not supported, the LLM will fall back to the CPU
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-`Remote` whether the LLM used is remote or local
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-`LLM` the LLM GameObject (if `Remote` is not set)
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-`Hort` ip of the LLM (if `Remote` is set)
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-`Port` port of the LLM (if `Remote` is set)
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-`Hort` ip of the LLM server (if `Remote` is set)
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-`Port` port of the LLM server (if `Remote` is set)
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-`Num Retries` number of HTTP request retries from the LLM server (if `Remote` is set)
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- <details><summary><code>Save</code> save filename or relative path</summary> If set, the chat history and LLM state (if save cache is enabled) is automatically saved to file specified. <br> The chat history is saved with a json suffix and the LLM state with a cache suffix. <br> Both files are saved in the [persistentDataPath folder of Unity](https://docs.unity3d.com/ScriptReference/Application-persistentDataPath.html).</details>
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-`Save Cache` select to save the LLM state along with the chat history. The LLM state is typically around 100MB+.
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-`Debug Prompt` select to log the constructed prompts in the Unity Editor
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