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Squashed commit of the following:

commit 8f74fa9c594ee8c73e5ffddf992842173355f405
Author: alexey-unity <44398236+alexey-unity@users.noreply.github.com>
Date:   Wed Mar 3 11:47:46 2021 +0300

    benchmark loading on ios fix (#135)

    * fixed build options tweaking in benchmark window

    * fixed benchmark mode being stuck on loading screen on ios

    CmdArgs() was throwing an exception due to empty argument, and it made it disabled, calling OnDisable, and removing "level loaded" callback, so we were never switching to the game level itself

commit a5da8beebf969b462559cc513b3e24948e41c7f2
Author: Andre McGrail <andrem@unity3d.com>
Date:   Mon Jan 18 11:24:23 2021 +0100

    pipeline assets updated

commit b20218652b58f34ca9f4e07410a1258cf379ada4
Author: Andre McGrail <andrem@unity3d.com>
Date:   Mon Jan 18 11:24:04 2021 +0100

    Added debug mode for boat testing

commit 735aaf50ef1db3ba61eac12a43a32648f79a77ad
Merge: f95ad593 d07745c0
Author: Andre McGrail <andrem@unity3d.com>...
/feature-new-clouds
Andrem 3 年前
当前提交
dd3484d3
共有 2 个文件被更改,包括 5 次插入7 次删除
  1. 5
      Assets/Scripts/Editor/Benchmark/BenchmarkWindow.cs
  2. 7
      Assets/Scripts/GameSystem/AppSettings.cs

5
Assets/Scripts/Editor/Benchmark/BenchmarkWindow.cs


assetGUID = EditorPrefs.GetString(assetGuidKey);
if (assetGUID == "")
assetGUID = AssetDatabase.GUIDFromAssetPath("Assets/resources/benchmarksettings.asset").ToString();
_benchConfigData = AssetDatabase.LoadAssetAtPath<BenchmarkConfigData>(AssetDatabase.GUIDToAssetPath(assetGUID));
}

options.locationPathName = $"Builds/Benchmark/{target:G}/BoatattackBenchmark{ext}";
options.target = target;
options.targetGroup = BuildPipeline.GetBuildTargetGroup(target);
options.options = BuildOptions.Development;
options.options = BuildOptions.AutoRunPlayer;
options.options |= (BuildOptions.Development | BuildOptions.AutoRunPlayer);
var curTar = EditorUserBuildSettings.activeBuildTarget;
if (target != curTar)

7
Assets/Scripts/GameSystem/AppSettings.cs


DontDestroyOnLoad(ConsoleCanvas);
MainCamera = Camera.main;
}
private void OnDisable()
{
SceneManager.sceneLoaded -= LevelWasLoaded;

}
yield return assetLoading;
}
public static void ExitGame(string s = "null")
{
if(s != "null")

if (args.Length <= 0) return;
foreach (var argRaw in args)
{
if (argRaw[0] != '-') continue;
if(string.IsNullOrEmpty(argRaw) || argRaw[0] != '-') continue;
var arg = argRaw.Split(':');
switch (arg[0])

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