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Random prefab updates and project settings tweaks to get the project running on all platforms

/demo-work-customrenderer
André McGrail 5 年前
当前提交
0b7bbe98
共有 10 个文件被更改,包括 398 次插入1082 次删除
  1. 374
      Assets/Objects/Levels/Island/Environment Objects.prefab
  2. 210
      Assets/Objects/Levels/Island/Island Level.prefab
  3. 791
      Assets/scenes/Island.unity
  4. 6
      Assets/scenes/Island/GlobalFX Profile.asset
  5. 8
      Packages/manifest.json
  6. 2
      ProjectSettings/EditorBuildSettings.asset
  7. 38
      ProjectSettings/ProjectSettings.asset
  8. 4
      ProjectSettings/QualitySettings.asset
  9. 36
      Assets/Scripts/Utility/DebugScript.cs
  10. 11
      Assets/Scripts/Utility/DebugScript.cs.meta

374
Assets/Objects/Levels/Island/Environment Objects.prefab
文件差异内容过多而无法显示
查看文件

210
Assets/Objects/Levels/Island/Island Level.prefab


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8
Packages/manifest.json


{
"dependencies": {
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"com.unity.ads": "2.0.8",
"com.unity.ide.vscode": "1.0.7",
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2
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38
ProjectSettings/ProjectSettings.asset


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allowedAutorotateToPortraitUpsideDown: 1

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4
ProjectSettings/QualitySettings.asset


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36
Assets/Scripts/Utility/DebugScript.cs


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class DebugScript : MonoBehaviour
{
private ParticleSystem[] parts;
public Text text;
// Start is called before the first frame update
void Start()
{
parts = FindObjectsOfType<ParticleSystem>();
}
// Update is called once per frame
void Update()
{
int partCountTotal = 0;
foreach (var ps in parts)
{
partCountTotal += ps.particleCount;
}
var output = $"Total particles in {parts.Length} systems:{partCountTotal:N}";
if (!text)
{
Debug.LogError(output);
}
else
{
text.text = output;
}
}
}

11
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