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using System.Reflection; | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEngine.Rendering; | |
using UnityEngine.Rendering.Universal; | |
using UnityEngine.UI; | |
#if DEBUG |
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using UnityEditor.Build; | |
using UnityEditor; | |
public class StreamingAssetsDynamicTest : BuildPlayerProcessor | |
{ | |
public override void PrepareForBuild(BuildPlayerContext buildPlayerContext) | |
{ | |
var buildTarget = buildPlayerContext.BuildPlayerOptions.target; |
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#if DEBUG | |
using UnityEngine; | |
using Unity.Profiling.LowLevel.Unsafe; | |
using System; | |
using Unity.Profiling.LowLevel; | |
using Unity.Profiling; | |
using Unity.Collections.LowLevel.Unsafe; | |
using System.Runtime.CompilerServices; | |
using System.Diagnostics.Contracts; | |
using System.Diagnostics; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using UnityEditor; | |
using UnityEngine.UIElements; | |
using UnityEditor.UIElements; | |
using System.IO; | |
using System.Text; | |
public class SerializedObjectDebugWindow : EditorWindow |
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/** | |
* ビルドをしたりすると描画がおかしくなってしまうと言う事が起きているので、 | |
* ビルド時のShaderVariant周りをログに書き出すデバッグ機能を作りました | |
* | |
* これは、IPreprocessShaders(Stripping scriptable shader variants)でログ書き出しのみを行う事で実現しています。 | |
* https://blog.unity.com/engine-platform/stripping-scriptable-shader-variants | |
* | |
* デフォルト挙動では、プロジェクト直下に「ShaderBuildLog」というフォルダを作成し、 | |
* ビルドのタイムスタンプごとにフォルダを作成するようにしています | |
* |
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/** | |
MIT License | |
Copyright (c) 2022 Unity Technologies Japan | |
Permission is hereby granted, free of charge, to any person obtaining a copy | |
of this software and associated documentation files (the "Software"), to deal | |
in the Software without restriction, including without limitation the rights | |
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | |
copies of the Software, and to permit persons to whom the Software is | |
furnished to do so, subject to the following conditions: | |
The above copyright notice and this permission notice shall be included in all |
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using UnityEngine; | |
using UnityEditor; | |
using System; | |
using System.Reflection; | |
namespace UTJ | |
{ | |
public class WebGLUtility | |
{ | |
private static Type httpServerEditorWrapperType; |
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
using Unity.Profiling; | |
using UnityEngine.UI; | |
using System.Text; | |
using Unity.Profiling.LowLevel.Unsafe; | |
public class ReleaseBuildRecordCheck : MonoBehaviour | |
{ |
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using UnityEditorInternal; | |
using UnityEditor.Profiling; | |
using UnityEditor; | |
public class ObjectRegisterWatchExample | |
{ | |
[MenuItem("Tools/ExecuteTest")] | |
public static void Execute() | |
{ | |
int objRegistmaker = FrameDataView.invalidMarkerId; |
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1.プロジェクトのアセットをザクっと見渡すツールです | |
https://github.com/wotakuro/AssetsReporter | |
2.300フレーム毎にProfilerログを保存することで300フレーム上限問題を回避します。 | |
https://github.com/wotakuro/UnityProfilerIntervalSave | |
3.Profilerのログを分割する事で、300フレーム上限問題を回避します | |
https://github.com/wotakuro/ProfilerBinarylogSplit | |
4.ScreenShotをProfilerのログに埋め込みします |
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