Initial unity project commit:
-Created Unity v4.3.1f1 project for the tree. Included the standard skybox assets.
-Created blank script entitled "FibonacciTree.cs" for the main functionality of the tree. Is tied to "TreeManager" GameObject.
-Created a prefab called "TreeNode.prefab" that will be needed to display the final tree. TreeNodes will be managed by the TreeManager.
TreeNodes have LineRenders on them to render a line between them and their parent. TreeNodes also have a TextRenderer on them to display their data.
-Created materials called "NodeMaterial" and "LineMaterial" for the nodes and lines respectively.
It took some thought, but I know how I want to build the tree now. I decided to let the tree itself manage all of the nodes itself since the nature of the tree is that
it does not need to be altered after creation. All of the nodes are held in an array of arrays in the FibonacciTree class and can be accessed through arithmetic, but
the ability to traverse the nodes like a tree has been left in for the sake of being "A tree" of integers. Things I have in this commit:
-Created members and accessors for FibonacciTree including an array of node arrays the tree owns, an accessor for the root of the tree, and a prefab to use as nodes.
THE GAMEOBJECT USED AS THE NODEPREFAB MUST HAVE A FIBONACCINODE SCRIPT COMPONENT!
-Created BuildTree function in FibonacciTree that generates all of the nodes for the tree based on a depth supplied as a parameter.
-At this point, BuildTree is getting called on the start of the FibonacciTree MonoBehavior for testing purposes. Later, it will be called when a level is supplied by the user.
-Added a FibonacciNode.cs script representing a node of the tree. The GameObject that is used as the nodePrefab in the tree has this script as a component.
-Created members and accessors for FibonacciNode including an integer data member, a left child FibonacciNode member, and a right child FibonacciNode member.
-Created a function in FibonacciNode called CreateChildren that will take some of the code out of BuildTree so that parents create their children.
Some minor things to adjust the way the nodes and their data are displayed. Changes:
-Added accessor called "Text" to FibonacciNode to get or set the text of the first instance of a TextMesh component in the children of the nodePrefab.
-Altered the "Data" accessor in FibonacciNode so that it also sets the "Text" when "Data" is set.
-Made some adjustments to the main camera and the BuildTree function in FibonacciTree so that the tree is displayed orthographically and so the tree builds downward.
Woops, I hadn't saved the main scene. All previous mentions about alterations to the scene should take effect with this commit:
-Added latest version of Main scene.

Notes:
-Previous versions of the Main scene might not run correctly since I am not sure which version of the Main scene they have.