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| using UnityEngine; | |
| using UnityEditor.Build; | |
| using UnityEditor.Build.Reporting; | |
| using UnityEditor; | |
| using UnityEditor.iOS.Xcode; | |
| using System.IO; | |
| public class ExcemptFromEncryption : IPostprocessBuildWithReport // Will execute after XCode project is built | |
| { | |
| public int callbackOrder { get { return 0; } } |
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| Shader "Name" { | |
| Properties { | |
| _Name ("display name", Range (min, max)) = number | |
| _Name ("display name", Float) = number | |
| _Name ("display name", Int) = number | |
| _Name ("display name", Color) = (number,number,number,number) | |
| _Name ("display name", Vector) = (number,number,number,number) |
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| void GetStreamingAssetsPath(string fileName) | |
| { | |
| #if UNITY_EDITOR | |
| dbPath = string.Format(@"Assets/StreamingAssets/{0}", fileName); | |
| #else | |
| // check if file exists in Application.persistentDataPath | |
| var filepath = string.Format("{0}/{1}", Application.persistentDataPath, fileName); | |
| if (!File.Exists(filepath)) |
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| ScriptableObject Icon | |
| _Popup | |
| _Help | |
| Clipboard | |
| SocialNetworks.UDNOpen | |
| SocialNetworks.Tweet | |
| SocialNetworks.FacebookShare | |
| SocialNetworks.LinkedInShare | |
| SocialNetworks.UDNLogo | |
| animationvisibilitytoggleoff |
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| using UnityEngine; | |
| using System.Collections; | |
| using System.Collections.Generic; | |
| using System.IO; | |
| public class FileUtility { | |
| /// <summary> | |
| /// Determine whether a given path is a directory. | |
| /// </summary> |