This commit is contained in:
Sewmina 2025-06-02 09:21:48 +05:30
parent 3df03f9435
commit 6aead6dddb
28 changed files with 1279 additions and 276 deletions

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m_Script: {fileID: 11500000, guid: 9b91ecbcc199f4492b9a91e820070131, type: 3}
m_Name:
m_EditorClassIdentifier:
sceneId: 1416864910
_assetId: 0
serverOnly: 0
visibility: 0
hasSpawned: 0
--- !u!1 &6678577467275817569
GameObject:
m_ObjectHideFlags: 0
@ -8544,6 +8594,7 @@ GameObject:
- component: {fileID: 6678577467275817596}
- component: {fileID: 6678577467275817599}
- component: {fileID: 6678577467275817598}
- component: {fileID: 6678577467275817600}
m_Layer: 0
m_Name: LevelManager
m_TagString: Untagged
@ -8582,6 +8633,9 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: d597cebc8afcfd04c99718a9b0b8d93f, type: 3}
m_Name:
m_EditorClassIdentifier:
syncDirection: 0
syncMode: 0
syncInterval: 0
grid: {fileID: 6678577467275817599}
bubblesArea: {fileID: 6678577467237413802}
bubblesPrefabs:
@ -8608,6 +8662,23 @@ Grid:
m_CellGap: {x: 0, y: 0, z: 0}
m_CellLayout: 1
m_CellSwizzle: 0
--- !u!114 &6678577467275817600
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 6678577467275817569}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9b91ecbcc199f4492b9a91e820070131, type: 3}
m_Name:
m_EditorClassIdentifier:
sceneId: 4258362879
_assetId: 0
serverOnly: 0
visibility: 0
hasSpawned: 0
--- !u!1 &6678577467424305841
GameObject:
m_ObjectHideFlags: 0
@ -8658,9 +8729,6 @@ SpriteRenderer:
m_ReflectionProbeUsage: 1
m_RayTracingMode: 0
m_RayTraceProcedural: 0
m_RayTracingAccelStructBuildFlagsOverride: 0
m_RayTracingAccelStructBuildFlags: 1
m_SmallMeshCulling: 1
m_RenderingLayerMask: 1
m_RendererPriority: 0
m_Materials:

View File

@ -1,8 +1,8 @@
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
public class Bubble : MonoBehaviour
using Mirror;
public class Bubble : NetworkBehaviour
{
public float raycastRange = 0.15f;
public float raycastOffset = 0.6f;
@ -11,6 +11,48 @@ public class Bubble : MonoBehaviour
public bool isConnected;
public BubbleColor bubbleColor;
public SpriteRenderer spriteRenderer;
void OnValidate()
{
if(spriteRenderer == null){
spriteRenderer = GetComponent<SpriteRenderer>();
}
}
public void SetDissolveAmount(float amount)
{
if(isServer){
setDissolveAmount(amount);
RpcSetDissolveAmount(amount);
}else{
CmdSetDissolveAmount(amount);
}
}
[Command]
public void CmdSetDissolveAmount(float amount)
{
setDissolveAmount(amount);
RpcSetDissolveAmount(amount);
}
[ClientRpc]
public void RpcSetDissolveAmount(float amount)
{
setDissolveAmount(amount);
}
void setDissolveAmount(float amount)
{
spriteRenderer.material.SetFloat("_DissolveAmount", amount);
}
public float GetDissolveAmount()
{
return spriteRenderer.material.GetFloat("_DissolveAmount");
}
private void OnCollisionEnter2D(Collision2D collision)
{

View File

@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BubbleCounter : MonoBehaviour
{
public float width = 100;
public float height = 200;
bool drawGizmos = true;
public List<Bubble> bubbles;
void Update()
{
Collider2D[] colliders = Physics2D.OverlapBoxAll(transform.position, new Vector2(width, height), 0);
List<Bubble> newBubbles = new List<Bubble>();
foreach (Collider2D collider in colliders)
{
if (collider.GetComponent<Bubble>() != null)
{
newBubbles.Add(collider.GetComponent<Bubble>());
}
}
bubbles = newBubbles;
}
void OnDrawGizmos()
{
if (!drawGizmos)
return;
Gizmos.color = Color.red;
Gizmos.DrawWireCube(transform.position, new Vector3(width, height, 0));
}
}

View File

@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: cf366dde0253b9c41927f0c6d03a42be
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
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View File

@ -2,8 +2,8 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GameManager : MonoBehaviour
using Mirror;
public class GameManager : NetworkBehaviour
{
#region Singleton
public static GameManager instance;
@ -70,8 +70,8 @@ public class GameManager : MonoBehaviour
else continue;
}
SpriteRenderer spriteRenderer = bubble.GetComponent<SpriteRenderer>();
float dissolveAmount = spriteRenderer.material.GetFloat("_DissolveAmount");
Bubble bubbleScript = bubble.GetComponent<Bubble>();
float dissolveAmount = bubbleScript.GetDissolveAmount();
if (dissolveAmount >= 0.99f)
{
@ -82,7 +82,7 @@ public class GameManager : MonoBehaviour
else
{
float newDissolve = dissolveAmount + dissolveSpeed * Time.deltaTime;
spriteRenderer.material.SetFloat("_DissolveAmount", newDissolve);
bubbleScript.SetDissolveAmount(newDissolve);
}
}
}
@ -168,10 +168,10 @@ public class GameManager : MonoBehaviour
if (LevelManager.instance.bubblesInScene.Count == 0)
{
ScoreManager man = ScoreManager.GetInstance();
winScore.GetComponent<Text>().text = man.GetScore().ToString();
winThrows.GetComponent<Text>().text = man.GetThrows().ToString();
WinMenu.SetActive(true);
// ScoreManager man = ScoreManager.GetInstance();
// winScore.GetComponent<Text>().text = man.GetScore().ToString();
// winThrows.GetComponent<Text>().text = man.GetThrows().ToString();
// WinMenu.SetActive(true);
}
else
{
@ -241,6 +241,7 @@ public class GameManager : MonoBehaviour
//create explosion effect
GameObject explosion = Instantiate(explosionPrefab, t.position, Quaternion.identity);
NetworkServer.Spawn(explosion);
explosion.transform.localScale = new Vector3(25f, 25f, 1f);
Destroy(explosion, 0.5f);

View File

@ -1,7 +1,8 @@
using System.Collections.Generic;
using UnityEngine;
using Mirror;
public class LevelManager : MonoBehaviour
public class LevelManager : NetworkBehaviour
{
#region Singleton
@ -31,10 +32,15 @@ public class LevelManager : MonoBehaviour
{
grid = GetComponent<Grid>();
StartCoroutine(LoadLevel());
}
public void StartNewGame()
public override void OnStartServer()
{
base.OnStartServer();
StartCoroutine(LoadLevel());
}
public void StartNewGame()
{
GameManager.instance.startUI.SetActive(false);
GameManager.instance.levelsUI.SetActive(true);
@ -68,8 +74,9 @@ public class LevelManager : MonoBehaviour
if (!specials.Contains(bubble))
{
specials.Add(bubble);
Instantiate(specialBubblePrefab, bubble.position, Quaternion.identity, bubblesArea);
Destroy(bubble.gameObject);
var bubbleToSpawn = Instantiate(specialBubblePrefab, bubble.position, Quaternion.identity, bubblesArea);
NetworkServer.Spawn(bubbleToSpawn);
NetworkServer.Destroy(bubble.gameObject);
}
}
}
@ -108,6 +115,7 @@ public class LevelManager : MonoBehaviour
foreach (Transform t in go.transform)
{
var bubble = Instantiate(_prefabs[Random.Range(0, _prefabs.Count)], bubblesArea);
NetworkServer.Spawn(bubble);
bubble.transform.position = t.position;
}

View File

@ -1,33 +1,96 @@
using System;
using Mirror;
using UnityEngine;
public class NetPlayer : NetworkBehaviour
{
public PlayerType playerType;
public static NetPlayer localPlayer;
void Start()
{
if(!isLocalPlayer){return;}
localPlayer = this;
NetPlayer[] players = FindObjectsOfType<NetPlayer>();
if (players.Length > 1)
{
playerType = PlayerType.Client;
Shooter.client.Toggle(true);
Shooter.master.Toggle(false);
Shooter.client.player = this;
}
else
{
playerType = PlayerType.Master;
Shooter.master.Toggle(true);
Shooter.client.Toggle(false);
Shooter.master.player = this;
}
CmdSetPlayerType(playerType.ToString());
}
[Command]
void CmdSetPlayerType(string type){
SetPlayerType(type);
RpcSetPlayerType(type);
}
[ClientRpc]
void RpcSetPlayerType(string type){
SetPlayerType(type);
}
void SetPlayerType(string type){
playerType = (PlayerType)Enum.Parse(typeof(PlayerType), type);
if(playerType == PlayerType.Master){
Shooter.master.player = this;
}else{
Shooter.client.player = this;
}
}
// Update is called once per frame
void Update()
{
public void RequestSwapBubbles(){
if(isLocalPlayer && !isServer){
CmdSwapBubbles();
}else if(isLocalPlayer && isServer){
swapBubbles();
}
}
[Command]
void CmdSwapBubbles(){
swapBubbles();
}
void swapBubbles(){
if(playerType == PlayerType.Master){
Shooter.master.SwapBubbles();
}else{
Shooter.client.SwapBubbles();
}
}
public void RequestShoot(float lookAngle)
{
if(isLocalPlayer && !isServer){
CmdShoot(lookAngle);
}else if(isLocalPlayer && isServer){
shoot(lookAngle);
}
}
[Command]
void CmdShoot(float lookAngle){
shoot(lookAngle);
}
void shoot(float lookAngle){
if(playerType == PlayerType.Master){
Shooter.master.Shoot(lookAngle);
}else{
Shooter.client.Shoot(lookAngle);
}
}
}
public enum PlayerType

View File

@ -1,4 +1,5 @@
using System.Collections.Generic;
using Mirror;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
@ -6,7 +7,7 @@ using UnityEngine.UI;
public class Shooter : MonoBehaviour
{
public PlayerType playerType;
public NetPlayer player;
public static Shooter master;
public static Shooter client;
@ -42,11 +43,16 @@ public class Shooter : MonoBehaviour
public void Awake()
{
limit = GameObject.FindGameObjectWithTag("Limit");
if(playerType == PlayerType.Master){
master = this;
}else if(playerType == PlayerType.Client){
client= this;
}
//lineRenderer = line.GetComponent<LineRenderer>();
}
private void Start() {
swapButton.onClick.AddListener(SwapBubbles);
swapButton.onClick.AddListener(SwapBubblesNetwork);
}
public void Update()
{
@ -115,7 +121,12 @@ public class Shooter : MonoBehaviour
public void OnPointerUp(BaseEventData e)
{
player.RequestShoot(lookAngle);
}
public void Shoot(float _lookAngle){
if(!canShoot){return;}
lookAngle = _lookAngle;
canShoot = false;
Shoot();
}
@ -134,7 +145,9 @@ public class Shooter : MonoBehaviour
rb.gravityScale = 0;
currentBubble = null;
}
void SwapBubblesNetwork(){
player.RequestSwapBubbles();
}
public void SwapBubbles()
{
List<GameObject> bubblesInScene = LevelManager.instance.bubblesInScene;
@ -193,7 +206,8 @@ public class Shooter : MonoBehaviour
{
if (bubblesInScene.Count > 0)
{
GameObject newBubble = Instantiate(bubblesInScene[Random.Range(0, bubblesInScene.Count)]);
GameObject newBubble = Instantiate(bubblesInScene[Random.Range(0, bubblesInScene.Count)], new Vector3(0, -100, 0), Quaternion.identity);
NetworkServer.Spawn(newBubble);
newBubble.transform.position = nextBubblePosition.position;
newBubble.GetComponent<Bubble>().isFixed = false;
newBubble.GetComponent<CircleCollider2D>().enabled = false;

View File

@ -16,16 +16,6 @@ MonoBehaviour:
debugReplacementPS: {fileID: 4800000, guid: cf852408f2e174538bcd9b7fda1c5ae7,
type: 3}
hdrDebugViewPS: {fileID: 4800000, guid: 573620ae32aec764abd4d728906d2587, type: 3}
probeVolumeSamplingDebugComputeShader: {fileID: 7200000, guid: 53626a513ea68ce47b59dc1299fe3959,
type: 3}
probeVolumeResources:
probeVolumeDebugShader: {fileID: 0}
probeVolumeFragmentationDebugShader: {fileID: 0}
probeVolumeOffsetDebugShader: {fileID: 0}
probeVolumeSamplingDebugShader: {fileID: 0}
probeSamplingDebugMesh: {fileID: 0}
probeSamplingDebugTexture: {fileID: 0}
probeVolumeBlendStatesCS: {fileID: 0}
m_RendererFeatures: []
m_RendererFeatureMap:
m_UseNativeRenderPass: 0
@ -52,7 +42,35 @@ MonoBehaviour:
m_CameraSortingLayerDownsamplingMethod: 0
m_MaxLightRenderTextureCount: 16
m_MaxShadowRenderTextureCount: 1
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m_ShapeLightVolumeShader: {fileID: 4800000, guid: 7e60080c8cd24a2468cb08b4bfee5606,
type: 3}
m_PointLightShader: {fileID: 4800000, guid: e35a31e1679aeff489e202f5cc4853d5, type: 3}
m_PointLightVolumeShader: {fileID: 4800000, guid: c7d04ca57e5449d49ad9cee1c604bc26,
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m_CoreBlitShader: {fileID: 4800000, guid: 93446b5c5339d4f00b85c159e1159b7c, type: 3}
m_BlitHDROverlay: {fileID: 4800000, guid: a89bee29cffa951418fc1e2da94d1959, type: 3}
m_CoreBlitColorAndDepthPS: {fileID: 4800000, guid: d104b2fc1ca6445babb8e90b0758136b,
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m_ProjectedShadowShader: {fileID: 4800000, guid: ce09d4a80b88c5a4eb9768fab4f1ee00,
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m_SpriteShadowShader: {fileID: 4800000, guid: 44fc62292b65ab04eabcf310e799ccf6,
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m_SpriteUnshadowShader: {fileID: 4800000, guid: de02b375720b5c445afe83cd483bedf3,
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m_GeometryUnshadowShader: {fileID: 4800000, guid: 77774d9009bb81447b048c907d4c6273,
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m_FallbackErrorShader: {fileID: 4800000, guid: e6e9a19c3678ded42a3bc431ebef7dbd,
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m_DefaultLitMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3,
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@ -0,0 +1,487 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.Linq;
using System.Runtime.InteropServices;
using System.IO;
using UnityProjectCloner;
namespace UnityProjectCloner
{
/// <summary>
/// Contains all required methods for creating a linked clone of the Unity project.
/// </summary>
public class ProjectCloner
{
/// <summary>
/// Name used for an identifying file created in the clone project directory.
/// </summary>
/// <remarks>
/// (!) Do not change this after the clone was created, because then connection will be lost.
/// </remarks>
public const string CloneFileName = ".clone";
/// <summary>
/// Suffix added to the end of the project clone name when it is created.
/// </summary>
/// <remarks>
/// (!) Do not change this after the clone was created, because then connection will be lost.
/// </remarks>
public const string CloneNameSuffix = "_clone";
public const int MaxCloneProjectCount = 10;
#region Managing clones
/// <summary>
/// Creates clone from the project currently open in Unity Editor.
/// </summary>
/// <returns></returns>
public static Project CreateCloneFromCurrent()
{
if (IsClone())
{
Debug.LogError("This project is already a clone. Cannot clone it.");
return null;
}
string currentProjectPath = ProjectCloner.GetCurrentProjectPath();
return ProjectCloner.CreateCloneFromPath(currentProjectPath);
}
/// <summary>
/// Creates clone of the project located at the given path.
/// </summary>
/// <param name="sourceProjectPath"></param>
/// <returns></returns>
public static Project CreateCloneFromPath(string sourceProjectPath)
{
Project sourceProject = new Project(sourceProjectPath);
string cloneProjectPath = null;
//Find available clone suffix id
for (int i = 0; i < MaxCloneProjectCount; i++)
{
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
string possibleCloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
if (!Directory.Exists(possibleCloneProjectPath))
{
cloneProjectPath = possibleCloneProjectPath;
break;
}
}
if (string.IsNullOrEmpty(cloneProjectPath))
{
Debug.LogError("The number of cloned projects has reach its limit. Limit: " + MaxCloneProjectCount);
return null;
}
Project cloneProject = new Project(cloneProjectPath);
Debug.Log("Start project name: " + sourceProject);
Debug.Log("Clone project name: " + cloneProject);
ProjectCloner.CreateProjectFolder(cloneProject);
ProjectCloner.CopyLibraryFolder(sourceProject, cloneProject);
ProjectCloner.LinkFolders(sourceProject.assetPath, cloneProject.assetPath);
ProjectCloner.LinkFolders(sourceProject.projectSettingsPath, cloneProject.projectSettingsPath);
ProjectCloner.LinkFolders(sourceProject.packagesPath, cloneProject.packagesPath);
ProjectCloner.LinkFolders(sourceProject.autoBuildPath, cloneProject.autoBuildPath);
ProjectCloner.RegisterClone(cloneProject);
return cloneProject;
}
/// <summary>
/// Registers a clone by placing an identifying ".clone" file in its root directory.
/// </summary>
/// <param name="cloneProject"></param>
private static void RegisterClone(Project cloneProject)
{
/// Add clone identifier file.
string identifierFile = Path.Combine(cloneProject.projectPath, ProjectCloner.CloneFileName);
File.Create(identifierFile).Dispose();
/// Add collabignore.txt to stop the clone from messing with Unity Collaborate if it's enabled. Just in case.
string collabignoreFile = Path.Combine(cloneProject.projectPath, "collabignore.txt");
File.WriteAllText(collabignoreFile, "*"); /// Make it ignore ALL files in the clone.
}
/// <summary>
/// Opens a project located at the given path (if one exists).
/// </summary>
/// <param name="projectPath"></param>
public static void OpenProject(string projectPath)
{
if (!Directory.Exists(projectPath))
{
Debug.LogError("Cannot open the project - provided folder (" + projectPath + ") does not exist.");
return;
}
if (projectPath == ProjectCloner.GetCurrentProjectPath())
{
Debug.LogError("Cannot open the project - it is already open.");
return;
}
string fileName = EditorApplication.applicationPath;
string args = "-projectPath \"" + projectPath + "\"";
Debug.Log("Opening project \"" + fileName + " " + args + "\"");
ProjectCloner.StartHiddenConsoleProcess(fileName, args);
}
/// <summary>
/// Deletes the clone of the currently open project, if such exists.
/// </summary>
public static void DeleteClone(string cloneProjectPath)
{
/// Clone won't be able to delete itself.
if (ProjectCloner.IsClone()) return;
///Extra precautions.
if (cloneProjectPath == string.Empty) return;
if (cloneProjectPath == ProjectCloner.GetOriginalProjectPath()) return;
if (!cloneProjectPath.EndsWith(ProjectCloner.CloneNameSuffix)) return;
//Check what OS is
switch (Application.platform)
{
case (RuntimePlatform.WindowsEditor):
Debug.Log("Attempting to delete folder \"" + cloneProjectPath + "\"");
string args = "/c " + @"rmdir /s/q " + string.Format("\"{0}\"", cloneProjectPath);
StartHiddenConsoleProcess("cmd.exe", args);
break;
case (RuntimePlatform.OSXEditor):
throw new System.NotImplementedException("No Mac function implement yet :(");
//break;
case (RuntimePlatform.LinuxEditor):
throw new System.NotImplementedException("No linux support yet :(");
//break;
default:
Debug.LogWarning("Not in a known editor. Where are you!?");
break;
}
}
#endregion
#region Creating project folders
/// <summary>
/// Creates an empty folder using data in the given Project object
/// </summary>
/// <param name="project"></param>
public static void CreateProjectFolder(Project project)
{
string path = project.projectPath;
Debug.Log("Creating new empty folder at: " + path);
Directory.CreateDirectory(path);
}
/// <summary>
/// Copies the full contents of the unity library. We want to do this to avoid the lengthy reserialization of the whole project when it opens up the clone.
/// </summary>
/// <param name="sourceProject"></param>
/// <param name="destinationProject"></param>
public static void CopyLibraryFolder(Project sourceProject, Project destinationProject)
{
if (Directory.Exists(destinationProject.libraryPath))
{
Debug.LogWarning("Library copy: destination path already exists! ");
return;
}
Debug.Log("Library copy: " + destinationProject.libraryPath);
ProjectCloner.CopyDirectoryWithProgressBar(sourceProject.libraryPath, destinationProject.libraryPath, "Cloning project '" + sourceProject.name + "'. ");
}
#endregion
#region Creating symlinks
/// <summary>
/// Creates a symlink between destinationPath and sourcePath (Mac version).
/// </summary>
/// <param name="sourcePath"></param>
/// <param name="destinationPath"></param>
private static void CreateLinkMac(string sourcePath, string destinationPath)
{
Debug.LogWarning("This hasn't been tested yet! I am mac-less :( Please chime in on the github if it works for you.");
string cmd = "ln " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
Debug.Log("Mac hard link " + cmd);
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
}
/// <summary>
/// Creates a symlink between destinationPath and sourcePath (Windows version).
/// </summary>
/// <param name="sourcePath"></param>
/// <param name="destinationPath"></param>
private static void CreateLinkWin(string sourcePath, string destinationPath)
{
string cmd = "/C mklink /J " + string.Format("\"{0}\" \"{1}\"", destinationPath, sourcePath);
Debug.Log("Windows junction: " + cmd);
ProjectCloner.StartHiddenConsoleProcess("cmd.exe", cmd);
}
/// <summary>
/// Creates a symlink between destinationPath and sourcePath (Linux version).
/// </summary>
/// <param name="sourcePath"></param>
/// <param name="destinationPath"></param>
private static void CreateLinkLunux(string sourcePath, string destinationPath)
{
string cmd = string.Format("-c \"ln -s {0} {1}\"", sourcePath, destinationPath);
Debug.Log("Linux junction: " + cmd);
ProjectCloner.StartHiddenConsoleProcess("/bin/bash", cmd);
}
//TODO avoid terminal calls and use proper api stuff. See below for windows!
////https://docs.microsoft.com/en-us/windows/desktop/api/ioapiset/nf-ioapiset-deviceiocontrol
//[DllImport("kernel32.dll", CharSet = CharSet.Auto, SetLastError = true)]
//private static extern bool DeviceIoControl(System.IntPtr hDevice, uint dwIoControlCode,
// System.IntPtr InBuffer, int nInBufferSize,
// System.IntPtr OutBuffer, int nOutBufferSize,
// out int pBytesReturned, System.IntPtr lpOverlapped);
/// <summary>
/// Create a link / junction from the real project to it's clone.
/// </summary>
/// <param name="sourcePath"></param>
/// <param name="destinationPath"></param>
public static void LinkFolders(string sourcePath, string destinationPath)
{
if ((Directory.Exists(destinationPath) == false) && (Directory.Exists(sourcePath) == true))
{
switch (Application.platform)
{
case (RuntimePlatform.WindowsEditor):
CreateLinkWin(sourcePath, destinationPath);
break;
case (RuntimePlatform.OSXEditor):
CreateLinkMac(sourcePath, destinationPath);
break;
case (RuntimePlatform.LinuxEditor):
CreateLinkLunux(sourcePath, destinationPath);
break;
default:
Debug.LogWarning("Not in a known editor. Where are you!?");
break;
}
}
else
{
Debug.LogWarning("Skipping Asset link, it already exists: " + destinationPath);
}
}
#endregion
#region Utility methods
/// <summary>
/// Returns true is the project currently open in Unity Editor is a clone.
/// </summary>
/// <returns></returns>
public static bool IsClone()
{
/// The project is a clone if its root directory contains an empty file named ".clone".
string cloneFilePath = Path.Combine(ProjectCloner.GetCurrentProjectPath(), ProjectCloner.CloneFileName);
bool isClone = File.Exists(cloneFilePath);
return isClone;
}
/// <summary>
/// Get the path to the current unityEditor project folder's info
/// </summary>
/// <returns></returns>
public static string GetCurrentProjectPath()
{
return Application.dataPath.Replace("/Assets", "");
}
/// <summary>
/// Return a project object that describes all the paths we need to clone it.
/// </summary>
/// <returns></returns>
public static Project GetCurrentProject()
{
string pathString = ProjectCloner.GetCurrentProjectPath();
return new Project(pathString);
}
/// <summary>
/// Returns the path to the original project.
/// If currently open project is the original, returns its own path.
/// If the original project folder cannot be found, retuns an empty string.
/// </summary>
/// <returns></returns>
public static string GetOriginalProjectPath()
{
if (IsClone())
{
/// If this is a clone...
/// Original project path can be deduced by removing the suffix from the clone's path.
string cloneProjectPath = ProjectCloner.GetCurrentProject().projectPath;
int index = cloneProjectPath.LastIndexOf(ProjectCloner.CloneNameSuffix);
if (index > 0)
{
string originalProjectPath = cloneProjectPath.Substring(0, index);
if (Directory.Exists(originalProjectPath)) return originalProjectPath;
}
return string.Empty;
}
else
{
/// If this is the original, we return its own path.
return ProjectCloner.GetCurrentProjectPath();
}
}
/// <summary>
/// Returns all clone projects path.
/// </summary>
/// <returns></returns>
public static List<string> GetCloneProjectsPath()
{
List<string> projectsPath = new List<string>();
for (int i = 0; i < MaxCloneProjectCount; i++)
{
string originalProjectPath = ProjectCloner.GetCurrentProject().projectPath;
string cloneProjectPath = originalProjectPath + ProjectCloner.CloneNameSuffix + "_" + i;
if (Directory.Exists(cloneProjectPath))
projectsPath.Add(cloneProjectPath);
}
return projectsPath;
}
/// <summary>
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
/// </summary>
/// <param name="source">Directory to be copied.</param>
/// <param name="destination">Destination directory (created automatically if needed).</param>
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
public static void CopyDirectoryWithProgressBar(string sourcePath, string destinationPath, string progressBarPrefix = "")
{
var source = new DirectoryInfo(sourcePath);
var destination = new DirectoryInfo(destinationPath);
long totalBytes = 0;
long copiedBytes = 0;
ProjectCloner.CopyDirectoryWithProgressBarRecursive(source, destination, ref totalBytes, ref copiedBytes, progressBarPrefix);
EditorUtility.ClearProgressBar();
}
/// <summary>
/// Copies directory located at sourcePath to destinationPath. Displays a progress bar.
/// Same as the previous method, but uses recursion to copy all nested folders as well.
/// </summary>
/// <param name="source">Directory to be copied.</param>
/// <param name="destination">Destination directory (created automatically if needed).</param>
/// <param name="totalBytes">Total bytes to be copied. Calculated automatically, initialize at 0.</param>
/// <param name="copiedBytes">To track already copied bytes. Calculated automatically, initialize at 0.</param>
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
private static void CopyDirectoryWithProgressBarRecursive(DirectoryInfo source, DirectoryInfo destination, ref long totalBytes, ref long copiedBytes, string progressBarPrefix = "")
{
/// Directory cannot be copied into itself.
if (source.FullName.ToLower() == destination.FullName.ToLower())
{
Debug.LogError("Cannot copy directory into itself.");
return;
}
/// Calculate total bytes, if required.
if (totalBytes == 0)
{
totalBytes = ProjectCloner.GetDirectorySize(source, true, progressBarPrefix);
}
/// Create destination directory, if required.
if (!Directory.Exists(destination.FullName))
{
Directory.CreateDirectory(destination.FullName);
}
/// Copy all files from the source.
foreach (FileInfo file in source.GetFiles())
{
try
{
file.CopyTo(Path.Combine(destination.ToString(), file.Name), true);
}
catch (IOException)
{
/// Some files may throw IOException if they are currently open in Unity editor.
/// Just ignore them in such case.
}
/// Account the copied file size.
copiedBytes += file.Length;
/// Display the progress bar.
float progress = (float)copiedBytes / (float)totalBytes;
bool cancelCopy = EditorUtility.DisplayCancelableProgressBar(
progressBarPrefix + "Copying '" + source.FullName + "' to '" + destination.FullName + "'...",
"(" + (progress * 100f).ToString("F2") + "%) Copying file '" + file.Name + "'...",
progress);
if (cancelCopy) return;
}
/// Copy all nested directories from the source.
foreach (DirectoryInfo sourceNestedDir in source.GetDirectories())
{
DirectoryInfo nextDestingationNestedDir = destination.CreateSubdirectory(sourceNestedDir.Name);
ProjectCloner.CopyDirectoryWithProgressBarRecursive(sourceNestedDir, nextDestingationNestedDir, ref totalBytes, ref copiedBytes, progressBarPrefix);
}
}
/// <summary>
/// Calculates the size of the given directory. Displays a progress bar.
/// </summary>
/// <param name="directory">Directory, which size has to be calculated.</param>
/// <param name="includeNested">If true, size will include all nested directories.</param>
/// <param name="progressBarPrefix">Optional string added to the beginning of the progress bar window header.</param>
/// <returns>Size of the directory in bytes.</returns>
private static long GetDirectorySize(DirectoryInfo directory, bool includeNested = false, string progressBarPrefix = "")
{
EditorUtility.DisplayProgressBar(progressBarPrefix + "Calculating size of directories...", "Scanning '" + directory.FullName + "'...", 0f);
/// Calculate size of all files in directory.
long filesSize = directory.EnumerateFiles().Sum((FileInfo file) => file.Length);
/// Calculate size of all nested directories.
long directoriesSize = 0;
if (includeNested)
{
IEnumerable<DirectoryInfo> nestedDirectories = directory.EnumerateDirectories();
foreach (DirectoryInfo nestedDir in nestedDirectories)
{
directoriesSize += ProjectCloner.GetDirectorySize(nestedDir, true, progressBarPrefix);
}
}
return filesSize + directoriesSize;
}
/// <summary>
/// Starts process in the system console, taking the given fileName and args.
/// </summary>
/// <param name="fileName"></param>
/// <param name="args"></param>
private static void StartHiddenConsoleProcess(string fileName, string args)
{
var process = new System.Diagnostics.Process();
//process.StartInfo.WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden;
process.StartInfo.FileName = fileName;
process.StartInfo.Arguments = args;
process.Start();
}
#endregion
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,131 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityProjectCloner;
using System.IO;
namespace UnityProjectCloner
{
/// <summary>
/// Provides Unity Editor window for ProjectCloner.
/// </summary>
public class ProjectClonerWindow : EditorWindow
{
/// <summary>
/// True if currently open project is a clone.
/// </summary>
public bool isClone
{
get { return ProjectCloner.IsClone(); }
}
/// <summary>
/// Returns true if project clone exists.
/// </summary>
public bool isCloneCreated
{
get { return ProjectCloner.GetCloneProjectsPath().Count >= 1; }
}
[MenuItem("Tools/Project Cloner")]
private static void InitWindow()
{
ProjectClonerWindow window = (ProjectClonerWindow)EditorWindow.GetWindow(typeof(ProjectClonerWindow));
window.titleContent = new GUIContent("Project Cloner");
window.Show();
}
private void OnGUI()
{
if (isClone)
{
/// If it is a clone project...
string originalProjectPath = ProjectCloner.GetOriginalProjectPath();
if (originalProjectPath == string.Empty)
{
/// If original project cannot be found, display warning message.
string thisProjectName = ProjectCloner.GetCurrentProject().name;
string supposedOriginalProjectName = ProjectCloner.GetCurrentProject().name.Replace("_clone", "");
EditorGUILayout.HelpBox(
"This project is a clone, but the link to the original seems lost.\nYou have to manually open the original and create a new clone instead of this one.\nThe original project should have a name '" + supposedOriginalProjectName + "', if it was not changed.",
MessageType.Warning);
}
else
{
/// If original project is present, display some usage info.
EditorGUILayout.HelpBox(
"This project is a clone of the project '" + Path.GetFileName(originalProjectPath) + "'.\nIf you want to make changes the project files or manage clones, please open the original project through Unity Hub.",
MessageType.Info);
}
}
else
{
/// If it is an original project...
if (isCloneCreated)
{
GUILayout.BeginVertical("HelpBox");
GUILayout.Label("Clones of this Project");
/// If clone(s) is created, we can either open it or delete it.
var cloneProjectsPath = ProjectCloner.GetCloneProjectsPath();
for (int i = 0; i < cloneProjectsPath.Count; i++)
{
GUILayout.BeginVertical("GroupBox");
string cloneProjectPath = cloneProjectsPath[i];
EditorGUILayout.LabelField("Clone " + i);
EditorGUILayout.TextField("Clone project path", cloneProjectPath, EditorStyles.textField);
if (GUILayout.Button("Open in New Editor"))
{
ProjectCloner.OpenProject(cloneProjectPath);
}
GUILayout.BeginHorizontal();
if (GUILayout.Button("Delete"))
{
bool delete = EditorUtility.DisplayDialog(
"Delete the clone?",
"Are you sure you want to delete the clone project '" + ProjectCloner.GetCurrentProject().name + "_clone'? If so, you can always create a new clone from ProjectCloner window.",
"Delete",
"Cancel");
if (delete)
{
ProjectCloner.DeleteClone(cloneProjectPath);
}
}
//Offer a solution to user in-case they are stuck with deleting project
if (GUILayout.Button("?", GUILayout.Width(30)))
{
var openUrl = EditorUtility.DisplayDialog("Can't delete clone?",
"Sometime clone can't be deleted due to it's still being opened by another unity instance running in the background." +
"\nYou can read this answer from ServerFault on how to find and kill the process.", "Open Answer");
if (openUrl)
{
Application.OpenURL("https://serverfault.com/a/537762");
}
}
GUILayout.EndHorizontal();
GUILayout.EndVertical();
}
GUILayout.EndVertical();
//Have difficulty with naming
//GUILayout.Label("Other", EditorStyles.boldLabel);
if (GUILayout.Button("Add new clone"))
{
ProjectCloner.CreateCloneFromCurrent();
}
}
else
{
/// If no clone created yet, we must create it.
EditorGUILayout.HelpBox("No project clones found. Create a new one!", MessageType.Info);
if (GUILayout.Button("Create new clone"))
{
ProjectCloner.CreateCloneFromCurrent();
}
}
}
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,110 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq;
using UnityProjectCloner;
namespace UnityProjectCloner
{
public class Project : System.ICloneable
{
public string name;
public string projectPath;
string rootPath;
public string assetPath;
public string projectSettingsPath;
public string libraryPath;
public string packagesPath;
public string autoBuildPath;
char[] separator = new char[1] { '/' };
/// <summary>
/// Default constructor
/// </summary>
public Project()
{
}
/// <summary>
/// Initialize the project object by parsing its full path returned by Unity into a bunch of individual folder names and paths.
/// </summary>
/// <param name="path"></param>
public Project(string path)
{
ParsePath(path);
}
/// <summary>
/// Create a new object with the same settings
/// </summary>
/// <returns></returns>
public object Clone()
{
Project newProject = new Project();
newProject.rootPath = rootPath;
newProject.projectPath = projectPath;
newProject.assetPath = assetPath;
newProject.projectSettingsPath = projectSettingsPath;
newProject.libraryPath = libraryPath;
newProject.name = name;
newProject.separator = separator;
newProject.packagesPath = packagesPath;
newProject.autoBuildPath = autoBuildPath;
return newProject;
}
/// <summary>
/// Update the project object by renaming and reparsing it. Pass in the new name of a project, and it'll update the other member variables to match.
/// </summary>
/// <param name="name"></param>
public void updateNewName(string newName)
{
name = newName;
ParsePath(rootPath + "/" + name + "/Assets");
}
/// <summary>
/// Debug override so we can quickly print out the project info.
/// </summary>
/// <returns></returns>
public override string ToString()
{
string printString = name + "\n" +
rootPath + "\n" +
projectPath + "\n" +
assetPath + "\n" +
projectSettingsPath + "\n" +
packagesPath + "\n" +
autoBuildPath + "\n" +
libraryPath;
return (printString);
}
private void ParsePath(string path)
{
//Unity's Application functions return the Assets path in the Editor.
projectPath = path;
//pop off the last part of the path for the project name, keep the rest for the root path
List<string> pathArray = projectPath.Split(separator).ToList<string>();
name = pathArray.Last();
pathArray.RemoveAt(pathArray.Count() - 1);
rootPath = string.Join(separator[0].ToString(), pathArray);
assetPath = projectPath + "/Assets";
projectSettingsPath = projectPath + "/ProjectSettings";
libraryPath = projectPath + "/Library";
packagesPath = projectPath + "/Packages";
autoBuildPath = projectPath + "/AutoBuild";
}
}
}

View File

@ -0,0 +1,11 @@
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@ -0,0 +1,15 @@
{
"name": "projectCloner",
"references": [],
"optionalUnityReferences": [],
"includePlatforms": [
"Editor"
],
"includePlatforms": [],
"excludePlatforms": [],
"allowUnsafeCode": false,
"overrideReferences": false,
"precompiledReferences": [],
"autoReferenced": true,
"defineConstraints": []
}

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@ -0,0 +1,7 @@
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@ -10,8 +10,10 @@ RenderTexture:
m_ImageContentsHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 6
serializedVersion: 5
m_Width: 512
m_Height: 1024
m_AntiAliasing: 1
@ -22,7 +24,6 @@ RenderTexture:
m_GenerateMips: 1
m_SRGB: 0
m_UseDynamicScale: 0
m_UseDynamicScaleExplicit: 0
m_BindMS: 0
m_EnableCompatibleFormat: 1
m_EnableRandomWrite: 0

View File

@ -10,8 +10,10 @@ RenderTexture:
m_ImageContentsHash:
serializedVersion: 2
Hash: 00000000000000000000000000000000
m_ForcedFallbackFormat: 4
m_DownscaleFallback: 0
m_IsAlphaChannelOptional: 0
serializedVersion: 6
serializedVersion: 5
m_Width: 512
m_Height: 1024
m_AntiAliasing: 1
@ -22,7 +24,6 @@ RenderTexture:
m_GenerateMips: 1
m_SRGB: 0
m_UseDynamicScale: 0
m_UseDynamicScaleExplicit: 0
m_BindMS: 0
m_EnableCompatibleFormat: 1
m_EnableRandomWrite: 0

View File

@ -3,23 +3,21 @@
"com.boxqkrtm.ide.cursor": "https://github.com/boxqkrtm/com.unity.ide.cursor.git",
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.ai.navigation": "2.0.5",
"com.unity.collab-proxy": "2.6.0",
"com.unity.feature.2d": "2.0.1",
"com.unity.ide.rider": "3.0.31",
"com.unity.ide.visualstudio": "2.0.22",
"com.unity.ide.vscode": "1.2.5",
"com.unity.multiplayer.center": "1.0.0",
"com.unity.nuget.newtonsoft-json": "3.2.1",
"com.unity.postprocessing": "3.4.0",
"com.unity.progrids": "3.0.3-preview.6",
"com.unity.render-pipelines.universal": "17.0.3",
"com.unity.test-framework": "1.4.5",
"com.unity.textmeshpro": "3.0.9",
"com.unity.timeline": "1.8.7",
"com.unity.toolchain.win-x86_64-linux-x86_64": "2.0.10",
"com.unity.ugui": "2.0.0",
"com.unity.visualscripting": "1.9.5",
"com.unity.modules.accessibility": "1.0.0",
"com.unity.modules.ai": "1.0.0",
"com.unity.modules.androidjni": "1.0.0",
"com.unity.modules.animation": "1.0.0",

View File

@ -10,20 +10,20 @@
"hash": "38fecf55e4fd94ccfe58a92ed8ad1a529ba1694e"
},
"com.unity.2d.animation": {
"version": "10.1.4",
"version": "9.0.3",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.2d.common": "9.0.7",
"com.unity.2d.common": "8.0.1",
"com.unity.2d.sprite": "1.0.0",
"com.unity.collections": "1.2.4",
"com.unity.collections": "1.1.0",
"com.unity.modules.animation": "1.0.0",
"com.unity.modules.uielements": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.2d.aseprite": {
"version": "1.1.7",
"version": "1.0.1",
"depth": 1,
"source": "registry",
"dependencies": {
@ -35,11 +35,11 @@
"url": "https://packages.unity.com"
},
"com.unity.2d.common": {
"version": "9.0.7",
"version": "8.0.1",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.burst": "1.8.4",
"com.unity.burst": "1.7.3",
"com.unity.2d.sprite": "1.0.0",
"com.unity.mathematics": "1.1.0",
"com.unity.modules.animation": "1.0.0",
@ -55,12 +55,13 @@
"url": "https://packages.unity.com"
},
"com.unity.2d.psdimporter": {
"version": "9.0.3",
"version": "8.0.2",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.2d.common": "9.0.4",
"com.unity.2d.sprite": "1.0.0"
"com.unity.2d.common": "8.0.1",
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.animation": "9.0.1"
},
"url": "https://packages.unity.com"
},
@ -71,11 +72,11 @@
"dependencies": {}
},
"com.unity.2d.spriteshape": {
"version": "10.0.7",
"version": "9.0.2",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.2d.common": "9.0.7",
"com.unity.2d.common": "8.0.1",
"com.unity.mathematics": "1.1.0",
"com.unity.modules.physics2d": "1.0.0"
},
@ -91,32 +92,23 @@
}
},
"com.unity.2d.tilemap.extras": {
"version": "4.1.0",
"version": "3.1.1",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.ugui": "1.0.0",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.modules.tilemap": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.ai.navigation": {
"version": "2.0.5",
"depth": 0,
"source": "registry",
"dependencies": {
"com.unity.modules.ai": "1.0.0"
},
"url": "https://packages.unity.com"
},
"com.unity.burst": {
"version": "1.8.18",
"depth": 2,
"version": "1.8.8",
"depth": 1,
"source": "registry",
"dependencies": {
"com.unity.mathematics": "1.2.1",
"com.unity.modules.jsonserialize": "1.0.0"
"com.unity.mathematics": "1.2.1"
},
"url": "https://packages.unity.com"
},
@ -128,19 +120,17 @@
"url": "https://packages.unity.com"
},
"com.unity.collections": {
"version": "2.5.1",
"version": "1.2.4",
"depth": 2,
"source": "registry",
"dependencies": {
"com.unity.burst": "1.8.17",
"com.unity.test-framework": "1.4.5",
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.test-framework.performance": "3.0.3"
"com.unity.burst": "1.6.6",
"com.unity.test-framework": "1.1.31"
},
"url": "https://packages.unity.com"
},
"com.unity.ext.nunit": {
"version": "2.0.5",
"version": "2.0.3",
"depth": 1,
"source": "registry",
"dependencies": {},
@ -151,14 +141,14 @@
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.2d.animation": "10.1.4",
"com.unity.2d.animation": "9.0.3",
"com.unity.2d.pixel-perfect": "5.0.3",
"com.unity.2d.psdimporter": "9.0.3",
"com.unity.2d.psdimporter": "8.0.2",
"com.unity.2d.sprite": "1.0.0",
"com.unity.2d.spriteshape": "10.0.7",
"com.unity.2d.spriteshape": "9.0.2",
"com.unity.2d.tilemap": "1.0.0",
"com.unity.2d.tilemap.extras": "4.1.0",
"com.unity.2d.aseprite": "1.1.7"
"com.unity.2d.tilemap.extras": "3.1.1",
"com.unity.2d.aseprite": "1.0.1"
}
},
"com.unity.ide.rider": {
@ -187,23 +177,8 @@
"url": "https://packages.unity.com"
},
"com.unity.mathematics": {
"version": "1.3.2",
"depth": 2,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
},
"com.unity.multiplayer.center": {
"version": "1.0.0",
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.modules.uielements": "1.0.0"
}
},
"com.unity.nuget.mono-cecil": {
"version": "1.11.4",
"depth": 3,
"version": "1.2.6",
"depth": 1,
"source": "registry",
"dependencies": {},
"url": "https://packages.unity.com"
@ -234,18 +209,14 @@
"url": "https://packages.unity.com"
},
"com.unity.render-pipelines.core": {
"version": "17.0.3",
"version": "14.0.8",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.burst": "1.8.14",
"com.unity.mathematics": "1.3.2",
"com.unity.ugui": "2.0.0",
"com.unity.collections": "2.4.3",
"com.unity.ugui": "1.0.0",
"com.unity.modules.physics": "1.0.0",
"com.unity.modules.terrain": "1.0.0",
"com.unity.modules.jsonserialize": "1.0.0",
"com.unity.rendering.light-transport": "1.0.1"
"com.unity.modules.jsonserialize": "1.0.0"
}
},
"com.unity.render-pipelines.universal": {
@ -253,27 +224,10 @@
"depth": 0,
"source": "builtin",
"dependencies": {
"com.unity.render-pipelines.core": "17.0.3",
"com.unity.shadergraph": "17.0.3",
"com.unity.render-pipelines.universal-config": "17.0.3"
}
},
"com.unity.render-pipelines.universal-config": {
"version": "17.0.3",
"depth": 1,
"source": "builtin",
"dependencies": {
"com.unity.render-pipelines.core": "17.0.3"
}
},
"com.unity.rendering.light-transport": {
"version": "1.0.1",
"depth": 2,
"source": "builtin",
"dependencies": {
"com.unity.collections": "2.2.0",
"com.unity.mathematics": "1.2.4",
"com.unity.modules.terrain": "1.0.0"
"com.unity.mathematics": "1.2.1",
"com.unity.burst": "1.8.4",
"com.unity.render-pipelines.core": "14.0.8",
"com.unity.shadergraph": "14.0.8"
}
},
"com.unity.searcher": {
@ -291,11 +245,11 @@
"url": "https://packages.unity.com"
},
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