internal void Reset() { scanGameObjects = true; gameObjectsFoldout = true; commonFoldout = false; neatnessFoldout = false; lookInProjectSettings = true; projectSettingsFoldout = true; lookInScenes = true; scenesSelection = ScenesSelection.AllScenes; lookInAssets = true; touchInactiveGameObjects = true; touchDisabledComponents = true; missingComponents = true; duplicateComponents = true; missingReferences = true; #if UNITY_2019_1_OR_NEWER shadersWithErrors = true; #endif inconsistentTerrainData = true; missingPrefabs = true; unnamedLayers = true; hugePositions = true; duplicateLayers = true; }
internal void Reset() { commonToggle = true; commonFoldout = false; prefabsToggle = true; prefabsFoldout = false; junkToggle = true; junkFoldout = false; neatnessToggle = true; neatnessFoldout = false; lookInScenes = true; scenesSelection = ScenesSelection.AllScenes; lookInAssets = true; touchInactiveGameObjects = true; touchDisabledComponents = true; missingComponents = true; duplicateComponents = true; missingReferences = true; undefinedTags = true; emptyArrayItems = true; skipEmptyArrayItemsOnPrefabs = true; missingPrefabs = true; disconnectedPrefabs = true; emptyMeshColliders = true; emptyMeshFilters = true; emptyAnimations = true; emptyRenderers = true; unnamedLayers = true; }
internal void Reset() { scanGameObjects = true; gameObjectsFoldout = true; commonFoldout = false; prefabsFoldout = false; unusedFoldout = false; neatnessFoldout = false; scanProjectSettings = true; projectSettingsFoldout = true; lookInScenes = true; scenesSelection = ScenesSelection.AllScenes; lookInAssets = true; touchInactiveGameObjects = true; touchDisabledComponents = true; missingComponents = true; duplicateComponents = true; duplicateComponentsPrecise = true; missingReferences = true; undefinedTags = true; inconsistentTerrainData = true; emptyArrayItems = true; skipEmptyArrayItemsOnPrefabs = true; missingPrefabs = true; disconnectedPrefabs = true; emptyMeshColliders = true; emptyMeshFilters = true; emptyAnimations = true; emptyRenderers = true; emptySpriteRenderers = true; emptyTerrainCollider = true; emptyAudioSource = true; unnamedLayers = true; hugePositions = true; duplicateScenesInBuild = true; duplicateTagsAndLayers = true; }