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How to write an xml file for ps4 macro
How to write an xml file for ps4 macro









how to write an xml file for ps4 macro

Reference assemblies are enabled by default to disable them, open the Player settings and disable Use Reference Assemblies.Įditor: Added the ability to optionally drag all the edges from one port to another at the same time.Įditor: Added the ability to toggle GraphView snap lines on or off in Preferences. Unity skips compilation of assembly references if the metadata for the modified assembly does not change when compiling scripts for the editor. To use this, open the Texture Importer and see the Shape setting.Įditor: Added support for Roslyn reference assemblies. New scripts created inside Unity have a namespace in the default template if it is set in the corresponding Assembly Definition file (or for non-Assembly Definition file scripts, the Project Settings > Editor > Project Root namespace).Įditor: Added support for importing texture arrays ( Texture2DArray) and volume textures ( Texture3D) from "flipbook" image layouts. See EditorToolContext.Įditor: Added button Enable debugging to all projects to the dialog box C# Debugger Attached, and made text more descriptive.Įditor: Added support for a Root Namespace field in Assembly Definition files. AssetDatabase.GlobalArtifactProcessedVersion.Īsset Pipeline: Enabled consistency checking of assets using -consistenc圜heck on the command-line and when force reimporting through the Project window.Įditor: Added a -version argument to command-line inputs that prints the current version of Unity to the console.Įditor: Added an EditorToolContext class to allow custom tools to override built-in transform tools.AssetDatabase.GlobalArtifactDependencyVersion.Asset Pipeline: Added two new properties to the Asset Pipeline:











How to write an xml file for ps4 macro