Esempio n. 1
0
        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;
        }
Esempio n. 2
0
 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;
 }
Esempio n. 3
0
 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;
 }