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using System; | |
using System.Collections.Generic; | |
using System.IO; | |
using System.Linq; | |
using UnityEditor; | |
using UnityEditor.Experimental; | |
using UnityEditor.Presets; | |
using UnityEngine; | |
namespace PresetsPerFolder |
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/// <summary> | |
/// The script gives you choice to whether to build addressable bundles when clicking the build button. | |
/// For custom build script, call PreExport method yourself. | |
/// For cloud build, put BuildAddressablesProcessor.PreExport as PreExport command. | |
/// Discussion: https://forum.unity.com/threads/how-to-trigger-build-player-content-when-build-unity-project.689602/ | |
/// | |
/// License: The MIT License https://opensource.org/licenses/MIT | |
/// </summary> | |
using UnityEditor; | |
using UnityEditor.AddressableAssets; |
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// Remi Gillig - http://speps.fr - 2012 - Public domain | |
using System; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class DebugDraw | |
{ | |
static Material material = new Material( | |
@"Shader ""Custom/DebugDraw"" { |