Repository: PandaArcade/UIOutline Branch: master Commit: b89129996e25 Files: 70 Total size: 198.9 KB Directory structure: gitextract_8h3cl4vb/ ├── .gitignore ├── Assets/ │ ├── Materials/ │ │ ├── UIOutline_Block_Gold.mat │ │ ├── UIOutline_Block_Gold.mat.meta │ │ ├── UIOutline_Dash_Green.mat │ │ ├── UIOutline_Dash_Green.mat.meta │ │ ├── UIOutline_Glow_Blue.mat │ │ ├── UIOutline_Glow_Blue.mat.meta │ │ ├── UIOutline_Glow_Green.mat │ │ ├── UIOutline_Glow_Green.mat.meta │ │ ├── UIOutline_Glow_Red_Wavy.mat │ │ ├── UIOutline_Glow_Red_Wavy.mat.meta │ │ ├── UIOutline_Triangle_Grey.mat │ │ └── UIOutline_Triangle_Grey.mat.meta │ ├── Materials.meta │ ├── Scenes/ │ │ ├── SampleScene.unity │ │ └── SampleScene.unity.meta │ ├── Scenes.meta │ ├── Scripts/ │ │ ├── UIOutline.cs │ │ └── UIOutline.cs.meta │ ├── Scripts.meta │ ├── Shaders/ │ │ ├── UIOutline.shader │ │ ├── UIOutline.shader.meta │ │ ├── UIOutlineSimple.shader │ │ └── UIOutlineSimple.shader.meta │ ├── Shaders.meta │ ├── Textures/ │ │ ├── Block.psd │ │ ├── Block.psd.meta │ │ ├── Dash.psd │ │ ├── Dash.psd.meta │ │ ├── Grad.psd │ │ ├── Grad.psd.meta │ │ ├── Outline.psd │ │ ├── Outline.psd.meta │ │ ├── Outline_Wavy.psd │ │ ├── Outline_Wavy.psd.meta │ │ ├── Solid.psd │ │ ├── Solid.psd.meta │ │ ├── Triangle.psd │ │ ├── Triangle.psd.meta │ │ ├── btn-tiny-blue.png.meta │ │ ├── btn-tiny-gold.png.meta │ │ ├── btn-tiny-green.png.meta │ │ ├── btn-tiny-locked.png.meta │ │ └── btn-tiny-red.png.meta │ └── Textures.meta ├── LICENSE ├── Packages/ │ ├── manifest.json │ └── packages-lock.json ├── ProjectSettings/ │ ├── AudioManager.asset │ ├── ClusterInputManager.asset │ ├── DynamicsManager.asset │ ├── EditorBuildSettings.asset │ ├── EditorSettings.asset │ ├── GraphicsSettings.asset │ ├── InputManager.asset │ ├── NavMeshAreas.asset │ ├── PackageManagerSettings.asset │ ├── Physics2DSettings.asset │ ├── PresetManager.asset │ ├── ProjectSettings.asset │ ├── ProjectVersion.txt │ ├── QualitySettings.asset │ ├── TagManager.asset │ ├── TimeManager.asset │ ├── UnityConnectSettings.asset │ ├── VFXManager.asset │ ├── VersionControlSettings.asset │ └── XRSettings.asset ├── README.md └── UserSettings/ └── EditorUserSettings.asset ================================================ FILE CONTENTS ================================================ ================================================ FILE: .gitignore ================================================ # This .gitignore file should be placed at the root of your Unity project directory # # Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore # /[Ll]ibrary/ /[Tt]emp/ /[Oo]bj/ /[Bb]uild/ /[Bb]uilds/ /[Ll]ogs/ /[Mm]emoryCaptures/ # Asset meta data should only be ignored when the corresponding asset is also ignored !/[Aa]ssets/**/*.meta # Uncomment this line if you wish to ignore the asset store tools plugin # /[Aa]ssets/AssetStoreTools* # Autogenerated Jetbrains Rider plugin [Aa]ssets/Plugins/Editor/JetBrains* # Visual Studio cache directory .vs/ # 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================================================ using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [RequireComponent(typeof(CanvasRenderer))] public class UIOutline : MaskableGraphic { [SerializeField] Texture m_Texture; [SerializeField, Range(0f, 500f)] float _outlineWidth = 100f; [SerializeField, Range(0f, 500f)] float _cornerRadius = 50f; [SerializeField, Range(1, 20)] int _cornerSegments = 1; [SerializeField, Range(0f, 1f)] float _mappingBias = 0.5f; [SerializeField] bool _fillCenter; private Vector3[] _corners = new Vector3[4]; private List _verts = new List(); public override Texture mainTexture => m_Texture == null ? s_WhiteTexture : m_Texture; protected override void OnRectTransformDimensionsChange() { base.OnRectTransformDimensionsChange(); SetVerticesDirty(); SetMaterialDirty(); } protected override void OnPopulateMesh(VertexHelper vh) { vh.Clear(); // Clamp corner radius var rect = rectTransform.rect; var clampedCornerRadius = Mathf.Min((Mathf.Min(rect.width, rect.height) / 2f), _cornerRadius); // Offset corner based on clamped corner radius rectTransform.GetLocalCorners(_corners); _corners[0] += new Vector3(clampedCornerRadius, clampedCornerRadius, 0f); _corners[1] += new Vector3(clampedCornerRadius, -clampedCornerRadius, 0f); _corners[2] += new Vector3(-clampedCornerRadius, -clampedCornerRadius, 0f); _corners[3] += new Vector3(-clampedCornerRadius, clampedCornerRadius, 0f); // Calculate dimensions var height = _corners[1].y - _corners[0].y; var width = _corners[2].x - _corners[1].x; var edgeLengths = new[] { height, width, height, width }; var circumference = 2f * Mathf.PI * Mathf.Lerp(clampedCornerRadius, clampedCornerRadius + _outlineWidth, _mappingBias); var around = height * 2f + width * 2f + circumference; var cornerLength = circumference / 4f; var segmentLength = cornerLength / _cornerSegments; var vert = new UIVertex { color = color }; _verts.Clear(); // Create corners var u = 0f; for (var c = 0; c < 4; c++) { // Create verts var origin = _corners[c]; for (var i = 0; i < _cornerSegments + 1; i++) { var angle = (float)i / _cornerSegments * Mathf.PI / 2f + Mathf.PI * 0.5f - Mathf.PI * c * 1.5f; var direction = new Vector3(Mathf.Cos(-angle), Mathf.Sin(-angle), 0f); vert.position = origin + direction * clampedCornerRadius; vert.uv0 = new Vector2(u, 0f); _verts.Add(vert); vert.position = origin + direction * (clampedCornerRadius + _outlineWidth); vert.uv0 = new Vector2(u, 1f); _verts.Add(vert); if (_fillCenter) { vert.position = rect.center; vert.uv0 = new Vector2(u, 0f); _verts.Add(vert); } if (i < _cornerSegments) u += segmentLength / around; else u += edgeLengths[c] / around; } } // Add end verts vert = _verts[0]; vert.uv0 = new Vector2(1f, 0f); _verts.Add(vert); vert = _verts[1]; vert.uv0 = new Vector2(1f, 1f); _verts.Add(vert); if (_fillCenter) { vert = _verts[2]; vert.uv0 = new Vector2(1f, 1f); _verts.Add(vert); } // Add verts to VertexHelper foreach (var vertex in _verts) vh.AddVert(vertex); // Add triangles to VertexHelper if (_fillCenter) { for (var v = 0; v < vh.currentVertCount - 3; v += 3) { vh.AddTriangle(v, v + 1, v + 4); vh.AddTriangle(v, v + 4, v + 3); vh.AddTriangle(v + 2, v, v + 3); vh.AddTriangle(v + 2, v + 3, v + 5); } } else { for (var v = 0; v < vh.currentVertCount - 2; v += 2) { vh.AddTriangle(v, v + 1, v + 3); vh.AddTriangle(v, v + 3, v + 2); } } } } ================================================ FILE: Assets/Scripts/UIOutline.cs.meta ================================================ fileFormatVersion: 2 guid: c280d1ddc7af1a04e8f71ea529d0c27f MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Scripts.meta ================================================ fileFormatVersion: 2 guid: fad936f69359121409c59d5c5204e1be folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Assets/Shaders/UIOutline.shader ================================================ // Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "PicoTanks/UI/UIOutline" { Properties { _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 [HideInInspector]_MainTex("MainTex", 2D) = "white" {} _InsideColor("InsideColor", Color) = (0,0,0,0) _OutsideColor("OutsideColor", Color) = (0,0,0,0) _Falloff("Falloff", Range( 0 , 10)) = 1 _InnerGlow("InnerGlow", Range( 0 , 1)) = 1 _AlphaBoost("AlphaBoost", Range( 0 , 5)) = 1 _SoftenEdgeWidth("SoftenEdgeWidth", Range( 0 , 1)) = 0 _SpeedA("SpeedA", Vector) = (0,0,0,0) _SpeedB("SpeedB", Vector) = (0,0,0,0) _TilingA("TilingA", Vector) = (0,0,0,0) _TilingB("TilingB", Vector) = (0,0,0,0) } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] CompFront [_StencilComp] PassFront [_StencilOp] FailFront Keep ZFailFront Keep CompBack Always PassBack Keep FailBack Keep ZFailBack Keep } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" #define ASE_NEEDS_FRAG_COLOR struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _ClipRect; uniform float4 _OutsideColor; uniform float4 _InsideColor; uniform sampler2D _MainTex; uniform float2 _TilingA; uniform float2 _SpeedA; uniform float2 _TilingB; uniform float2 _SpeedB; uniform float _Falloff; uniform float _InnerGlow; uniform float _AlphaBoost; uniform float _SoftenEdgeWidth; v2f vert(appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.worldPosition.xyz += float3(0, 0, 0) ; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } fixed4 frag(v2f IN ) : SV_Target { float mulTime33 = _Time.y * _SpeedA.x; float mulTime49 = _Time.y * _SpeedA.y; float2 appendResult31 = (float2(mulTime33 , mulTime49)); float2 texCoord16 = IN.texcoord.xy * _TilingA + appendResult31; float mulTime52 = _Time.y * _SpeedB.x; float mulTime53 = _Time.y * _SpeedB.y; float2 appendResult51 = (float2(mulTime52 , mulTime53)); float2 texCoord45 = IN.texcoord.xy * _TilingB + appendResult51; float2 texCoord35 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_63_0 = saturate( pow( ( 1.0 - texCoord35.y ) , _Falloff ) ); float lerpResult70 = lerp( ( ( ( tex2D( _MainTex, texCoord16 ).r + tex2D( _MainTex, texCoord45 ).r ) / 2.0 ) * IN.color.a * temp_output_63_0 ) , ( IN.color.a * temp_output_63_0 ) , ( temp_output_63_0 * _InnerGlow )); float lerpResult101 = lerp( 1.0 , saturate( ( texCoord35.y * (200.0 + (_SoftenEdgeWidth - 0.0) * (0.5 - 200.0) / (1.0 - 0.0)) ) ) , saturate( (0.0 + (_SoftenEdgeWidth - 0.0) * (1.0 - 0.0) / (0.01 - 0.0)) )); float temp_output_67_0 = saturate( ( lerpResult70 * _AlphaBoost * lerpResult101 ) ); float3 lerpResult59 = lerp( (_OutsideColor).rgb , (_InsideColor).rgb , temp_output_67_0); float4 appendResult23 = (float4(( lerpResult59 * (IN.color).rgb ) , temp_output_67_0)); half4 color = appendResult23; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } CustomEditor "ASEMaterialInspector" }/*ASEBEGIN Version=18814 2560;0;2560;1379;2242.206;488.1029;2.102035;True;False Node;AmplifyShaderEditor.Vector2Node;48;-2554.615,134.5204;Float;False;Property;_SpeedA;SpeedA;7;0;Create;True;0;0;0;False;0;False;0,0;0.04,-0.3;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.Vector2Node;50;-2560.615,420.5203;Float;False;Property;_SpeedB;SpeedB;8;0;Create;True;0;0;0;False;0;False;0,0;-0.03,-0.1;0;3;FLOAT2;0;FLOAT;1;FLOAT;2 Node;AmplifyShaderEditor.SimpleTimeNode;49;-2245.615,233.5203;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 Node;AmplifyShaderEditor.SimpleTimeNode;52;-2247.761,447.3874;Inherit;False;1;0;FLOAT;1;False;1;FLOAT;0 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================================================ // Made with Amplify Shader Editor // Available at the Unity Asset Store - http://u3d.as/y3X Shader "PicoTanks/UI/UIOutlineSimple" { Properties { _StencilComp("Stencil Comparison", Float) = 8 _Stencil("Stencil ID", Float) = 0 _StencilOp("Stencil Operation", Float) = 0 _StencilWriteMask("Stencil Write Mask", Float) = 255 _StencilReadMask("Stencil Read Mask", Float) = 255 _ColorMask("Color Mask", Float) = 15 [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0 [HideInInspector]_MainTex("MainTex", 2D) = "white" {} _InsideColor("InsideColor", Color) = (0,0,0,0) _OutsideColor("OutsideColor", Color) = (0,0,0,0) _Falloff("Falloff", Range( 0 , 10)) = 1 _InnerGlow("InnerGlow", Range( 0 , 1)) = 1 _AlphaBoost("AlphaBoost", Range( 0 , 5)) = 1 _SoftenEdgeWidth("SoftenEdgeWidth", Range( 0 , 1)) = 0 _Speed("Speed", Vector) = (0,0,0,0) _Tiling("Tiling", Vector) = (0,0,0,0) } SubShader { LOD 0 Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" "PreviewType"="Plane" "CanUseSpriteAtlas"="True" } Stencil { Ref [_Stencil] ReadMask [_StencilReadMask] WriteMask [_StencilWriteMask] CompFront [_StencilComp] PassFront [_StencilOp] FailFront Keep ZFailFront Keep CompBack Always PassBack Keep FailBack Keep ZFailBack Keep } Cull Off Lighting Off ZWrite Off ZTest[unity_GUIZTestMode] Blend SrcAlpha OneMinusSrcAlpha ColorMask[_ColorMask] Pass { Name "Default" CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma target 3.0 #include "UnityCG.cginc" #include "UnityUI.cginc" #pragma multi_compile __ UNITY_UI_ALPHACLIP #include "UnityShaderVariables.cginc" #define ASE_NEEDS_FRAG_COLOR struct appdata_t { float4 vertex : POSITION; float4 color : COLOR; float2 texcoord : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; fixed4 color : COLOR; half2 texcoord : TEXCOORD0; float4 worldPosition : TEXCOORD1; UNITY_VERTEX_OUTPUT_STEREO }; uniform float4 _ClipRect; uniform float4 _OutsideColor; uniform float4 _InsideColor; uniform sampler2D _MainTex; uniform float2 _Tiling; uniform float2 _Speed; uniform float _Falloff; uniform float _InnerGlow; uniform float _AlphaBoost; uniform float _SoftenEdgeWidth; v2f vert(appdata_t IN ) { v2f OUT; UNITY_SETUP_INSTANCE_ID(v); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); OUT.worldPosition = IN.vertex; OUT.worldPosition.xyz += float3(0, 0, 0) ; OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); OUT.texcoord = IN.texcoord; OUT.color = IN.color; return OUT; } fixed4 frag(v2f IN ) : SV_Target { float mulTime33 = _Time.y * _Speed.x; float mulTime49 = _Time.y * _Speed.y; float2 appendResult31 = (float2(mulTime33 , mulTime49)); float2 texCoord16 = IN.texcoord.xy * _Tiling + appendResult31; float2 texCoord35 = IN.texcoord.xy * float2( 1,1 ) + float2( 0,0 ); float temp_output_63_0 = saturate( pow( ( 1.0 - texCoord35.y ) , _Falloff ) ); float lerpResult70 = lerp( ( tex2D( _MainTex, texCoord16 ).r * IN.color.a * temp_output_63_0 ) , ( IN.color.a * temp_output_63_0 ) , ( temp_output_63_0 * _InnerGlow )); float lerpResult101 = lerp( 1.0 , saturate( ( texCoord35.y * (200.0 + (_SoftenEdgeWidth - 0.0) * (0.5 - 200.0) / (1.0 - 0.0)) ) ) , saturate( (0.0 + (_SoftenEdgeWidth - 0.0) * (1.0 - 0.0) / (0.01 - 0.0)) )); float temp_output_67_0 = saturate( ( lerpResult70 * _AlphaBoost * lerpResult101 ) ); float3 lerpResult59 = lerp( (_OutsideColor).rgb , (_InsideColor).rgb , temp_output_67_0); float4 appendResult23 = (float4(( lerpResult59 * (IN.color).rgb ) , temp_output_67_0)); half4 color = appendResult23; color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); #ifdef UNITY_UI_ALPHACLIP clip(color.a - 0.001); #endif return color; } ENDCG } } CustomEditor "ASEMaterialInspector" }/*ASEBEGIN Version=18814 2560;0;2560;1379;2940.015;536.8862;1.802035;True;False 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Anyone is free to copy, modify, publish, use, compile, sell, or distribute this software, either in source code form or as a compiled binary, for any purpose, commercial or non-commercial, and by any means. In jurisdictions that recognize copyright laws, the author or authors of this software dedicate any and all copyright interest in the software to the public domain. We make this dedication for the benefit of the public at large and to the detriment of our heirs and successors. We intend this dedication to be an overt act of relinquishment in perpetuity of all present and future rights to this software under copyright law. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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%YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!310 &1 UnityConnectSettings: m_ObjectHideFlags: 0 serializedVersion: 1 m_Enabled: 0 m_TestMode: 0 m_EventOldUrl: https://api.uca.cloud.unity3d.com/v1/events m_EventUrl: https://cdp.cloud.unity3d.com/v1/events m_ConfigUrl: https://config.uca.cloud.unity3d.com m_DashboardUrl: https://dashboard.unity3d.com m_TestInitMode: 0 CrashReportingSettings: m_EventUrl: https://perf-events.cloud.unity3d.com m_Enabled: 0 m_LogBufferSize: 10 m_CaptureEditorExceptions: 1 UnityPurchasingSettings: m_Enabled: 0 m_TestMode: 0 UnityAnalyticsSettings: m_Enabled: 0 m_TestMode: 0 m_InitializeOnStartup: 1 UnityAdsSettings: m_Enabled: 0 m_InitializeOnStartup: 1 m_TestMode: 0 m_IosGameId: m_AndroidGameId: m_GameIds: {} m_GameId: PerformanceReportingSettings: m_Enabled: 0 ================================================ FILE: ProjectSettings/VFXManager.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!937362698 &1 VFXManager: m_ObjectHideFlags: 0 m_IndirectShader: {fileID: 0} m_CopyBufferShader: {fileID: 0} m_SortShader: {fileID: 0} m_StripUpdateShader: {fileID: 0} m_RenderPipeSettingsPath: m_FixedTimeStep: 0.016666668 m_MaxDeltaTime: 0.05 ================================================ FILE: ProjectSettings/VersionControlSettings.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!890905787 &1 VersionControlSettings: m_ObjectHideFlags: 0 m_Mode: Visible Meta Files m_CollabEditorSettings: inProgressEnabled: 1 ================================================ FILE: ProjectSettings/XRSettings.asset ================================================ { "m_SettingKeys": [ "VR Device Disabled", "VR Device User Alert" ], "m_SettingValues": [ "False", "False" ] } ================================================ FILE: README.md ================================================ # UIOutline A handy component that can be used to add outlines to your Unity UI https://youtu.be/BEh2s9NOTiE If you want to support the development of [Pico Tanks](https://www.picotanks.com/) you can download it on the [Google Play Store](https://play.google.com/store/apps/details?id=com.pandaarcade.picotanks) or the [Apple App Store](https://apps.apple.com/au/app/pico-tanks/id1261614771). ### What's in the project? * A UI component(single script) that dynamically generates an outline mesh with desired dimensions and density. * A couple of shaders to made good use of the component. * An example scene with several usage examples. This project was built using Unity 2020.3.13f1. The shaders were created with Amplify Shader Editor (ASE v1.8.8 rev 14:) plugin but you don't need it to run the project, edit or use the shaders. ASE will make understanding and editing the shader much easier. http://amplify.pt/unity/amplify-shader-editor I hope someone appreciates the share :) Have fun! ![Unity UI Outline Examples](https://i.imgur.com/CPdJZtj.png) ================================================ FILE: UserSettings/EditorUserSettings.asset ================================================ %YAML 1.1 %TAG !u! tag:unity3d.com,2011: --- !u!162 &1 EditorUserSettings: m_ObjectHideFlags: 0 serializedVersion: 4 m_ConfigSettings: RecentlyUsedScenePath-0: value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d flags: 0 vcSharedLogLevel: value: 0d5e400f0650 flags: 0 m_VCAutomaticAdd: 1 m_VCDebugCom: 0 m_VCDebugCmd: 0 m_VCDebugOut: 0 m_SemanticMergeMode: 2 m_VCShowFailedCheckout: 1 m_VCOverwriteFailedCheckoutAssets: 1 m_VCProjectOverlayIcons: 1 m_VCHierarchyOverlayIcons: 1 m_VCOtherOverlayIcons: 1 m_VCAllowAsyncUpdate: 1