static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { // Get key unique to this project, exit early if we've run the function already string key = Path.Combine(Application.dataPath, PREFABS_INITIALIZED); if (EditorPrefs.HasKey(key)) { return; } // Function never run for this project - compile and link all prefab programs UdonEditorManager.PopulateAllPrefabSerializedProgramAssetReferences(); EditorPrefs.SetBool(key, true); }
private static void Initialize() { _instance = new UdonEditorManager(); }