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    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing UnityEngine;\n\nnamespace Borodar.ScreenShooter\n{\n    public class Rotator : MonoBehaviour\n    {\n        public Vector3 Angles;\n\n        protected void Update () {\n            transform.Rotate(Angles * Time.deltaTime);\n        }\n\n    }\n}\n"
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    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nnamespace Borodar.ScreenShooter.Configs\n{\n    public class PredefinedConfigs\n    {\n        public static ScreenshotConfig[] Android =\n        {\n            new ScreenshotConfig(\"Nexus 4 Portrait\", 768, 1280, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 4 Landscape\", 1280, 768, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"Nexus 5 Portrait\", 1080, 1920, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 5 Landscape\", 1920, 1080, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"Nexus 6 Portrait\", 1440, 2560, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 6 Landscape\", 2560, 1440, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"Nexus 7 Portrait\", 800, 1280, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 7 Landscape\", 1280, 800, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"Nexus 7 (2013) Portrait\", 1200, 1920, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 7 (2013) Landscape\", 1920, 1200, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"Nexus 10 Portrait\", 1600, 2560, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Nexus 10 Landscape\", 2560, 1600, ScreenshotConfig.Format.PNG),\n        };\n\n        public static ScreenshotConfig[] iOS =\n        {\n            new ScreenshotConfig(\"iPhone 3.5-Inch Portrait\", 640, 960, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPhone 3.5-Inch Landscape\", 960, 640, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPhone 4-Inch Portrait\", 640, 1136, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPhone 4-Inch Landscape\", 1136, 640, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPhone 4.7-Inch Portrait\", 750, 1334, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPhone 4.7-Inch Landscape\", 1334, 750, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPhone 5.5-Inch Portrait\", 1242, 2208, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPhone 5.5-Inch Landscape\", 2208, 1242, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPad Portrait\", 768, 1024, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPad Landscape\", 1024, 768, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPad Hi-Res Portrait\", 1536, 2048, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPad Hi-Res Landscape\", 2048, 1536, ScreenshotConfig.Format.PNG),\n\n            new ScreenshotConfig(\"iPad Pro Portrait\", 2048, 2732, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"iPad Pro Landscape\", 2732, 2048, ScreenshotConfig.Format.PNG)\n        };\n\n        public static ScreenshotConfig[] Standalone =\n        {\n            new ScreenshotConfig(\"XGA\", 1024, 768, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"SXGA\", 1280, 1024, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"WXGA\", 1280, 800, ScreenshotConfig.Format.PNG),                        \n            new ScreenshotConfig(\"WXGA+\", 1440, 900, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"WSXGA+\", 1680, 1050, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"HD\", 1366, 768, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"HD+\", 1600, 900, ScreenshotConfig.Format.PNG),            \n            new ScreenshotConfig(\"Full HD\", 1920, 1080, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"Quad HD\", 2560, 1440, ScreenshotConfig.Format.PNG),\n            new ScreenshotConfig(\"4K UHD\", 3840, 2160, ScreenshotConfig.Format.PNG)\n        };\n    }\n}"
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    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System.Collections.Generic;\nusing System.Diagnostics.CodeAnalysis;\nusing UnityEditor;\nusing UnityEngine;\nusing Format = Borodar.ScreenShooter.Configs.ScreenshotConfig.Format;\n\nnamespace Borodar.ScreenShooter.Configs\n{\n    public static class ReorderableConfigsList\n    {\n        private static readonly string[] _fileTypes = {\"PNG\", \"JPG\"};\n\n        [SuppressMessage(\"ReSharper\", \"UseObjectOrCollectionInitializer\")]\n        public static UnityEditorInternal.ReorderableList Create(List<ScreenshotConfig> configsList, GenericMenu.MenuFunction2 menuItemHandler)\n        {\n            var reorderableList = new UnityEditorInternal.ReorderableList(configsList, typeof (ScreenshotConfig), true, false, true, true);\n\n            reorderableList.elementHeight = EditorGUIUtility.singleLineHeight + 4;\n            reorderableList.drawElementCallback = (position, index, isActive, isFocused) =>\n            {\n                const float textWidth = 12f;\n                const float dimensionWidth = 45f;\n                const float typeWidth = 45f;\n                const float space = 10f;\n\n                var config = configsList[index];\n                var nameWidth = position.width - space - textWidth - 2 * dimensionWidth - space - typeWidth;\n\n                position.y += 2;\n                position.width = nameWidth;\n                position.height -= 4;\n                config.Name = EditorGUI.TextField(position, config.Name);\n\n                position.x += position.width + space;\n                position.width = dimensionWidth;\n                config.Width = EditorGUI.IntField(position, config.Width);\n\n                position.x += position.width;\n                position.width = textWidth;\n                EditorGUI.LabelField(position, \"x\");\n\n                position.x += position.width;\n                position.width = dimensionWidth;\n                config.Height = EditorGUI.IntField(position, config.Height);\n\n                position.x += position.width + space;\n                position.width = typeWidth;\n                config.Type = (Format) EditorGUI.Popup(position, (int) config.Type, _fileTypes);\n            };\n\n            reorderableList.onAddDropdownCallback = (buttonRect, list) =>\n            {\n                var menu = new GenericMenu();\n\n                menu.AddItem(new GUIContent(\"Custom\"), false, menuItemHandler, new ScreenshotConfig(\"Custom\", 777, 777, Format.PNG));\n                menu.AddSeparator(\"\");\n\n                foreach (var config in PredefinedConfigs.Android)\n                {\n                    var label = \"Android/\" + config.Name + \" (\" + config.Width + \"x\" + config.Height + \")\";\n                    menu.AddItem(new GUIContent(label), false, menuItemHandler, config);\n                }\n\n                foreach (var config in PredefinedConfigs.iOS)\n                {\n                    var label = \"iOS/\" + config.Name + \" (\" + config.Width + \"x\" + config.Height + \")\";\n                    menu.AddItem(new GUIContent(label), false, menuItemHandler, config);\n                }\n\n                foreach (var config in PredefinedConfigs.Standalone)\n                {\n                    var label = \"Standalone/\" + config.Name + \" (\" + config.Width + \"x\" + config.Height + \")\";\n                    menu.AddItem(new GUIContent(label), false, menuItemHandler, config);\n                }\n\n                menu.ShowAsContext();\n            };\n\n            return reorderableList;\n        }\n    }\n}"
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    "path": "Assets/ScreenShooter/Editor/Scripts/Configs/ScreenshotConfig.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System;\n\nnamespace Borodar.ScreenShooter.Configs\n{\n    [Serializable]\n    public class ScreenshotConfig\n    {\n        public string Name;\n        public int Width;\n        public int Height;\n        public Format Type;\n\n        public ScreenshotConfig() {}\n\n        public ScreenshotConfig(string name, int width, int height, Format type)\n        {\n            Name = name;\n            Width = width;\n            Height = height;\n            Type = type;\n        }\n\n        //---------------------------------------------------------------------\n        // Nested\n        //---------------------------------------------------------------------\n\n        public enum Format\n        {\n            PNG,\n            JPG\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Configs/ScreenshotConfig.cs.meta",
    "content": "fileFormatVersion: 2\nguid: ae6e17aa0aca3214d99520b407fa7667\ntimeCreated: 1457620982\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Configs.meta",
    "content": "fileFormatVersion: 2\nguid: 5748c56ee21c96d4a87367e96e4dde0c\nfolderAsset: yes\ntimeCreated: 1458172878\nlicenseType: Free\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Info/AssetInfo.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nnamespace Borodar.ScreenShooter\n{\n    public class AssetInfo\n    {\n        public const string NAME = \"ScreenShooter\";\n        public const string STORE_ID = \"58659\";\n        public const string VERSION = \"1.4\";\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Info/AssetInfo.cs.meta",
    "content": "fileFormatVersion: 2\nguid: c748a4f5a7d1ccb48ac378838d227d4f\ntimeCreated: 1481219632\nlicenseType: Pro\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
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  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Info.meta",
    "content": "fileFormatVersion: 2\nguid: bb1911e72ece52240831c35d9d3a127b\nfolderAsset: yes\ntimeCreated: 1481400953\nlicenseType: Pro\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Prefs/ScreenShooterPrefs.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Borodar.ScreenShooter\n{\n    public class ScreenShooterPrefs\n    {\n        private const string HOME_FOLDER_PREF_KEY = \"Borodar.ScreenShooter.HomeFolder.\";\n        private const string HOME_FOLDER_DEFAULT = \"Assets/ScreenShooter\";\n        private const string HOME_FOLDER_HINT = \"Change this setting to the new location of the \\\"ScreenShooter\\\" folder if you move it around in your project.\";\n\n        public static EditorPrefsString HomeFolder = new EditorPrefsString(HOME_FOLDER_PREF_KEY + ProjectName, \"Folder Location\", HOME_FOLDER_DEFAULT);\n\n        //---------------------------------------------------------------------\n        // Messages\n        //---------------------------------------------------------------------\n\n        [PreferenceItem(AssetInfo.NAME)]\n        public static void EditorPreferences()\n        {\n            EditorGUILayout.HelpBox(HOME_FOLDER_HINT, MessageType.Info);\n            EditorGUILayout.Separator();\n            HomeFolder.Draw();\n            GUILayout.FlexibleSpace();\n            EditorGUILayout.LabelField(\"Version \" + AssetInfo.VERSION, EditorStyles.centeredGreyMiniLabel);\n        }\n\n        //---------------------------------------------------------------------\n        // Helpers\n        //---------------------------------------------------------------------\n\n        private static string ProjectName\n        {\n            get\n            {\n                var s = Application.dataPath.Split('/');\n                var p = s[s.Length - 2];\n                return p;\n            }\n        }\n\n        //---------------------------------------------------------------------\n        // Nested\n        //---------------------------------------------------------------------\n\n        public abstract class EditorPrefsItem<T>\n        {\n            public string Key;\n            public string Label;\n            public T DefaultValue;\n\n            protected EditorPrefsItem(string key, string label, T defaultValue)\n            {\n                if (string.IsNullOrEmpty(key))\n                {\n                    throw new ArgumentNullException(\"key\");\n                }\n\n                Key = key;\n                Label = label;\n                DefaultValue = defaultValue;\n            }\n\n            public abstract T Value { get; set; }\n            public abstract void Draw();\n\n            public static implicit operator T(EditorPrefsItem<T> s)\n            {\n                return s.Value;\n            }\n        }\n\n        public class EditorPrefsString : EditorPrefsItem<string>\n        {\n            public EditorPrefsString(string key, string label, string defaultValue)\n                : base(key, label, defaultValue)\n            {\n            }\n\n            public override string Value\n            {\n                get { return EditorPrefs.GetString(Key, DefaultValue); }\n                set { EditorPrefs.SetString(Key, value); }\n            }\n\n            public override void Draw()\n            {\n                EditorGUIUtility.labelWidth = 100f;\n                Value = EditorGUILayout.TextField(Label, Value);\n            }\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Prefs/ScreenShooterPrefs.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 887de573e2a7e844fb61fff4b1473b12\ntimeCreated: 1445259431\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Prefs.meta",
    "content": "fileFormatVersion: 2\nguid: 0a029ef3033918a40bc64ea59af9927c\nfolderAsset: yes\ntimeCreated: 1481400859\nlicenseType: Pro\nDefaultImporter:\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/ScreenShooterSettings.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System.Collections.Generic;\nusing UnityEngine;\nusing Borodar.ScreenShooter.Configs;\nusing Borodar.ScreenShooter.Utils;\n\nnamespace Borodar.ScreenShooter\n{\n    public class ScreenShooterSettings : ScriptableObject\n    {\n        private const string RELATIVE_PATH = \"Editor/Data/ScreenShooterSettings.asset\";\n\n        public Camera Camera;\n        public List<ScreenshotConfig> ScreenshotConfigs;\n        public string Tag;\n        public bool AppendTimestamp;\n        public string SaveFolder;\n\n        //---------------------------------------------------------------------\n        // Public\n        //---------------------------------------------------------------------\n\n        public static ScreenShooterSettings Load()\n        {\n            return EditorUtil.LoadFromAsset<ScreenShooterSettings>(RELATIVE_PATH);\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/ScreenShooterSettings.cs.meta",
    "content": "fileFormatVersion: 2\nguid: b023249ec8aa50142ad62b315bc5f090\ntimeCreated: 1457706533\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/ScreenShooterWindow.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System.Collections;\nusing System.Diagnostics.CodeAnalysis;\nusing System.IO;\nusing Borodar.ScreenShooter.Configs;\nusing Borodar.ScreenShooter.Utils;\nusing UnityEditor;\nusing UnityEngine;\nusing GameViewSizeType = Borodar.ScreenShooter.Utils.GameViewUtil.GameViewSizeType;\n\nnamespace Borodar.ScreenShooter\n{    \n    public class ScreenShooterWindow : EditorWindow\n    {\n        private static ScreenShooterSettings _settings;\n        private UnityEditorInternal.ReorderableList _list;\n\n        private static bool _isMakingScreenshotsNow;\n        private bool _hasErrors;\n\n        private Texture2D _takeButtonIcon;\n        private Texture2D _cameraIcon;\n        private Texture2D _configsIcon;\n        private Texture2D _folderIcon;\n\n        private Texture2D _takeButtonNormal;\n        private Texture2D _takeButtonActive;\n        private GUIStyle _buttonStyle;\n\n        //---------------------------------------------------------------------\n        // Messages\n        //---------------------------------------------------------------------\n\n        [MenuItem(\"Tools/Screen Shooter/Show Window\")]\n        protected static void ShowWindow()\n        {\n            var window = (ScreenShooterWindow) GetWindow(typeof(ScreenShooterWindow));\n            window.autoRepaintOnSceneChange = true;\n            window.titleContent = new GUIContent(\"Screen Shooter\");\n            window.Show();\n        }\n        \n        [MenuItem(\"Tools/Screen Shooter/Take Screenshots &#s\")]\n        private static void TakeScreenshotOnHotkey()\n        {\n            EditorCoroutine.Start(TakeScreenshots());\n        }\n\n        protected void OnEnable()\n        {\n            _cameraIcon = EditorUtil.GetCameraIcon();\n            _configsIcon = EditorUtil.GetConfigsIcon();\n            _folderIcon = EditorUtil.GetFolderIcon();\n            _takeButtonNormal = EditorUtil.GetButtonNormalTexture();\n            _takeButtonActive = EditorUtil.GetButtonActiveTexture();\n            _takeButtonIcon = EditorUtil.GetScreenshotsIcon();\n\n            // Reset button style, bcz it can be initialized only on GUI section\n            _buttonStyle = null;\n\n            _settings = ScreenShooterSettings.Load();\n\n            // Init reorderable list if required\n            _list = _list ?? ReorderableConfigsList.Create(_settings.ScreenshotConfigs, MenuItemHandler);\n        }\n\n        protected void OnGUI()\n        {\n            _hasErrors = false;\n            GUI.changed = false;\n            GUI.enabled = !_isMakingScreenshotsNow;\n\n            Undo.RecordObject(_settings, \"ScreenShooter settings\");\n\n            OnGUICameraInput();            \n            OnGUIScreenshotConfigs();\n            OnGUISaveFolderInput();\n            OnGUITakeButton();\n\n            if (GUI.changed) EditorUtility.SetDirty(_settings);\n        }\n\n        //---------------------------------------------------------------------\n        // Helpers\n        //---------------------------------------------------------------------\n\n        private void OnGUICameraInput()\n        {\n            EditorGUILayout.Space();\n\n            EditorGUILayout.BeginHorizontal();\n            GUILayout.Label(_cameraIcon, GUILayout.Width(24));\n            GUILayout.Label(\"Camera\", EditorStyles.boldLabel);\n            EditorGUILayout.EndHorizontal();\n\n            if (_settings.Camera == null) _settings.Camera = Camera.main;\n            _settings.Camera = (Camera)EditorGUILayout.ObjectField(_settings.Camera, typeof(Camera), true);\n            if (_settings.Camera == null)\n            {\n                EditorGUILayout.HelpBox(\"Camera is not selected.\", MessageType.Error);\n                _hasErrors = true;\n            }\n            EditorGUILayout.Space();\n        }\n\n        private void OnGUIScreenshotConfigs()\n        {\n            EditorGUILayout.BeginHorizontal();\n            GUILayout.Label(_configsIcon, GUILayout.Width(24));\n            GUILayout.Label(\"Screenshots\", EditorStyles.boldLabel);\n            EditorGUILayout.EndHorizontal();\n\n            _list.DoLayoutList();\n            EditorGUILayout.Space();\n\n            _settings.Tag = EditorGUILayout.TextField(\"Tag\", _settings.Tag);\n            EditorGUILayout.Space();\n\n            _settings.AppendTimestamp = EditorGUILayout.Toggle(\"Timestamp\", _settings.AppendTimestamp);\n            EditorGUILayout.Space();\n        }\n\n        private void OnGUISaveFolderInput()\n        {\n            EditorGUILayout.BeginHorizontal();\n            GUILayout.Label(_folderIcon, GUILayout.Width(24));\n            GUILayout.Label(\"Save To\", EditorStyles.boldLabel);\n            EditorGUILayout.EndHorizontal();\n\n            _settings.SaveFolder = EditorGUILayout.TextField(_settings.SaveFolder);\n\n            EditorGUILayout.BeginHorizontal();\n            GUILayout.FlexibleSpace();\n\n            GUI.enabled &= Directory.Exists(_settings.SaveFolder);\n            if (GUILayout.Button(\"Show\", GUILayout.ExpandWidth(false)))\n            {\n                Application.OpenURL(\"file://\" + Path.GetFullPath(_settings.SaveFolder));\n            }\n            GUI.enabled = !_isMakingScreenshotsNow;\n\n            if (GUILayout.Button(\"Browse\", GUILayout.ExpandWidth(false)))\n            {\n                _settings.SaveFolder = EditorUtility.SaveFolderPanel(\"Save screenshots to:\", _settings.SaveFolder, string.Empty);\n                GUI.FocusControl(\"Browse\");\n            }\n\n            EditorGUILayout.EndHorizontal();\n\n            if (string.IsNullOrEmpty(_settings.SaveFolder) || _settings.SaveFolder.IndexOfAny(Path.GetInvalidPathChars()) >= 0)\n            {\n                EditorGUILayout.HelpBox(\"Folder path is empty or contains invalid characters.\", MessageType.Error);\n                _hasErrors = true;\n            }\n\n            EditorGUILayout.Space();\n            EditorGUILayout.Space();\n        }\n\n        private void OnGUITakeButton()\n        {\n            if (_buttonStyle == null)\n            {\n                _buttonStyle = new GUIStyle(GUI.skin.button)\n                {\n                    normal = {background = _takeButtonNormal},\n                    active = {background = _takeButtonActive}\n                };\n            }\n\n            GUI.enabled = !_hasErrors && !_isMakingScreenshotsNow;\n\n            EditorGUILayout.BeginHorizontal();\n            GUILayout.FlexibleSpace();\n\n            if (GUILayout.Button(_takeButtonIcon, _buttonStyle, GUILayout.Width(200f)))\n            {\n                EditorCoroutine.Start(TakeScreenshots());\n            }\n\n            GUILayout.FlexibleSpace();\n            EditorGUILayout.EndHorizontal();\n        }\n\n        [SuppressMessage(\"ReSharper\", \"PossibleLossOfFraction\")]\n        private static IEnumerator TakeScreenshots()\n        {\n            _isMakingScreenshotsNow = true;\n            var currentIndex = GameViewUtil.GetCurrentSizeIndex();\n\n            // Slow down and unpause editor if required\n            var paused = EditorApplication.isPaused;\n            var timeScale = Time.timeScale;            \n\n            try\n            {\n                EditorApplication.isPaused = false;\n                Time.timeScale = 0.001f;\n\n                var configsCount = _settings.ScreenshotConfigs.Count;\n                for (var i = 0; i < configsCount; i++)\n                {\n                    var data = _settings.ScreenshotConfigs[i];\n\n                    // Show progress\n                    var info = (i + 1) + \" / \" + configsCount + \" - \" + data.Name;\n                    EditorUtility.DisplayProgressBar(\"Taking Screenshots\", info, (float) (i + 1)/configsCount);\n\n                    // apply custom resolution for game view\n                    var sizeType = GameViewSizeType.FixedResolution;\n                    var sizeGroupType = GameViewUtil.GetCurrentGroupType();\n                    var sizeName = \"scr_\" + data.Width + \"x\" + data.Height;\n\n                    if (!GameViewUtil.IsSizeExist(sizeGroupType, sizeName))\n                    {\n                        GameViewUtil.AddCustomSize(sizeType, sizeGroupType, data.Width, data.Height, sizeName);\n                    }\n\n                    var index = GameViewUtil.FindSizeIndex(sizeGroupType, sizeName);\n                    GameViewUtil.SetSizeByIndex(index);\n\n                    // add some delay while applying changes\n                    var lastFrameTime = EditorApplication.timeSinceStartup;\n                    while (EditorApplication.timeSinceStartup - lastFrameTime < 0.1f) yield return null;\n\n                    ScreenshotUtil.TakeScreenshot(_settings, data);\n\n                    // just clean it up\n                    GameViewUtil.RemoveCustomSize(sizeGroupType, index);\n                }                \n            }\n            finally\n            {\n                // Restore pause state and time scale\n                EditorApplication.isPaused = paused;\n                Time.timeScale = timeScale;\n\n                GameViewUtil.SetSizeByIndex(currentIndex);\n                EditorUtility.ClearProgressBar();\n\n                _isMakingScreenshotsNow = false;\n            }                        \n        }\n        \n        private void MenuItemHandler(object target)\n        {\n            _settings.ScreenshotConfigs.Add(target as ScreenshotConfig);\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/ScreenShooterWindow.cs.meta",
    "content": "fileFormatVersion: 2\nguid: 4e1d7f2c8bffbe74dbbc28c0db36d9e9\ntimeCreated: 1457392094\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Util/EditorCoroutine.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System.Collections;\nusing UnityEditor;\n\nnamespace Borodar.ScreenShooter.Utils\n{\n    public class EditorCoroutine\n    {\n        //---------------------------------------------------------------------\n        // Static\n        //---------------------------------------------------------------------\n\n        public static EditorCoroutine Start(IEnumerator _routine)\n        {\n            EditorCoroutine coroutine = new EditorCoroutine(_routine);\n            coroutine.Start();\n            return coroutine;\n        }\n\n        public static EditorCoroutine StartManual(IEnumerator _routine)\n        {\n            var coroutine = new EditorCoroutine(_routine);\n            return coroutine;\n        }\n\n        //---------------------------------------------------------------------\n        // Instance\n        //---------------------------------------------------------------------\n\n        private readonly IEnumerator _routine;\n\n        private EditorCoroutine(IEnumerator routine)\n        {\n            _routine = routine;\n        }\n\n        protected void Start()\n        {\n            EditorApplication.update += Update;\n        }\n        protected void Stop()\n        {\n            EditorApplication.update -= Update;\n        }\n\n        protected void Update()\n        {\n            if (!_routine.MoveNext()) Stop();\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Util/EditorCoroutine.cs.meta",
    "content": "fileFormatVersion: 2\nguid: f25a0260ada7bd84896550bf7761a9e8\ntimeCreated: 1457637026\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Util/EditorUtil.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System.IO;\nusing UnityEditor;\nusing UnityEngine;\n\nnamespace Borodar.ScreenShooter.Utils\n{\n    public static class EditorUtil\n    {\n        private const string LOAD_ASSET_ERROR_MSG = \"Could not load {0}\\n\" +\n                                                    \"Did you move the \\\"ScreenShooter\\\" folder around in your project? \" +\n                                                    \"Go to \\\"Preferences -> ScreenShooter\\\" and update the location of the asset.\";\n\n        //---------------------------------------------------------------------\n        // Public\n        //---------------------------------------------------------------------\n\n        public static T LoadFromAsset<T>(string relativePath) where T : UnityEngine.Object\n        {\n            var assetPath = Path.Combine(ScreenShooterPrefs.HomeFolder, relativePath);\n            var asset = AssetDatabase.LoadAssetAtPath<T>(assetPath);\n            if (!asset) Debug.LogError(string.Format(LOAD_ASSET_ERROR_MSG, assetPath));\n            return asset;\n        }\n\n        //---------------------------------------------------------------------\n        // Textures\n        //---------------------------------------------------------------------\n\n        public static Texture2D GetTexture(string filename)\n        {\n            var skinFolder = (EditorGUIUtility.isProSkin) ? \"Professional/\" : \"Personal/\";\n            return LoadFromAsset<Texture2D>(\"Editor/Textures/\" + skinFolder + filename);\n        }\n\n        public static Texture2D GetCameraIcon()\n        {\n            return GetTexture(\"CameraIcon.png\");\n        }\n\n        public static Texture2D GetConfigsIcon()\n        {\n            return GetTexture(\"ConfigsIcon.png\");\n        }\n\n        public static Texture2D GetFolderIcon()\n        {\n            return GetTexture(\"FolderIcon.png\");\n        }\n\n        public static Texture2D GetScreenshotsIcon()\n        {\n            return GetTexture(\"TakeScreenshotsIcon.png\");\n        }\n\n        public static Texture2D GetButtonNormalTexture()\n        {\n            return GetTexture(\"TakeButtonNormal.png\");\n        }\n\n        public static Texture2D GetButtonActiveTexture()\n        {\n            return GetTexture(\"TakeButtonActive.png\");\n        }\n    }\n}"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Util/EditorUtil.cs.meta",
    "content": "fileFormatVersion: 2\nguid: aee0c3a2516d71545a18482db9668f3e\ntimeCreated: 1457630577\nlicenseType: Free\nMonoImporter:\n  serializedVersion: 2\n  defaultReferences: []\n  executionOrder: 0\n  icon: {instanceID: 0}\n  userData: \n  assetBundleName: \n  assetBundleVariant: \n"
  },
  {
    "path": "Assets/ScreenShooter/Editor/Scripts/Util/GameViewUtil.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System;\nusing System.Reflection;\nusing UnityEditor;\n\nnamespace Borodar.ScreenShooter.Utils\n{\n    public static class GameViewUtil\n    {\n        private static readonly object _gameViewSizesInstance;\n        private static readonly MethodInfo _getGroup;\n\n        //---------------------------------------------------------------------\n        // Constructor\n        //---------------------------------------------------------------------\n\n        static GameViewUtil()\n        {\n            var sizesType = typeof (Editor).Assembly.GetType(\"UnityEditor.GameViewSizes\");\n            var singleType = typeof (ScriptableSingleton<>).MakeGenericType(sizesType);\n            var instanceProp = singleType.GetProperty(\"instance\");\n            _getGroup = sizesType.GetMethod(\"GetGroup\");\n            _gameViewSizesInstance = instanceProp.GetValue(null, null);\n        }\n\n        //---------------------------------------------------------------------\n        // Public\n        //---------------------------------------------------------------------\n\n        public static void SetSizeByIndex(int index)\n        {\n            var gameViewType = typeof (Editor).Assembly.GetType(\"UnityEditor.GameView\");\n            var gameViewWindow = EditorWindow.GetWindow(gameViewType);\n            gameViewType.GetMethod(\"SizeSelectionCallback\", BindingFlags.Public | BindingFlags.Instance).Invoke(gameViewWindow, new object[] { index, null });\n        }\n\n        public static void AddCustomSize(GameViewSizeType viewSizeType, GameViewSizeGroupType sizeGroupType, int width, int height, string text)\n        {\n            var group = GetGroup(sizeGroupType);\n            var addCustomSize = _getGroup.ReturnType.GetMethod(\"AddCustomSize\");\n            var gameViewSize = typeof (Editor).Assembly.GetType(\"UnityEditor.GameViewSize\");\n            var gameViewSizeType = typeof (Editor).Assembly.GetType(\"UnityEditor.GameViewSizeType\");\n            var ctor = gameViewSize.GetConstructor(new Type[] {gameViewSizeType, typeof (int), typeof (int), typeof (string)});\n            var newSize = ctor.Invoke(new object[] {(int) viewSizeType, width, height, text});\n            addCustomSize.Invoke(group, new object[] {newSize});\n        }\n\n        public static void RemoveCustomSize(GameViewSizeGroupType sizeGroupType, int index)\n        {\n            var group = GetGroup(sizeGroupType);\n            var addCustomSize = _getGroup.ReturnType.GetMethod(\"RemoveCustomSize\");\n            addCustomSize.Invoke(group, new object[] { index });\n        }\n\n        public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, string text)\n        {\n            var group = GetGroup(sizeGroupType);\n            var getDisplayTexts = group.GetType().GetMethod(\"GetDisplayTexts\");\n            var displayTexts = getDisplayTexts.Invoke(group, null) as string[];\n            for (var i = 0; i < displayTexts.Length; i++)\n            {\n                var display = displayTexts[i];\n                // the text we get is \"Name (W:H)\" if the size has a name, or just \"W:H\" e.g. 16:9\n                // so if we're querying a custom size text we substring to only get the name\n                // You could see the outputs by just logging\n                // Debug.Log(display);\n                var pren = display.IndexOf('(');\n                // -1 to remove the space that's before the prens. This is very implementation-depdenent\n                if (pren != -1) display = display.Substring(0, pren - 1);\n                if (display == text)\n                    return i;\n            }\n            return -1;\n        }\n\n        public static int FindSizeIndex(GameViewSizeGroupType sizeGroupType, int width, int height)\n        {\n            var group = GetGroup(sizeGroupType);\n            var groupType = group.GetType();\n            var getBuiltinCount = groupType.GetMethod(\"GetBuiltinCount\");\n            var getCustomCount = groupType.GetMethod(\"GetCustomCount\");\n            var sizesCount = (int)getBuiltinCount.Invoke(group, null) + (int)getCustomCount.Invoke(group, null);\n            var getGameViewSize = groupType.GetMethod(\"GetGameViewSize\");\n            var gvsType = getGameViewSize.ReturnType;\n            var widthProp = gvsType.GetProperty(\"width\");\n            var heightProp = gvsType.GetProperty(\"height\");\n            var indexValue = new object[1];\n            for (var i = 0; i < sizesCount; i++)\n            {\n                indexValue[0] = i;\n                var size = getGameViewSize.Invoke(group, indexValue);\n                var sizeWidth = (int)widthProp.GetValue(size, null);\n                var sizeHeight = (int)heightProp.GetValue(size, null);\n                if (sizeWidth == width && sizeHeight == height)\n                    return i;\n            }\n            return -1;\n        }\n\n        public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, string text)\n        {\n            return FindSizeIndex(sizeGroupType, text) != -1;\n        }\n\n        public static bool IsSizeExist(GameViewSizeGroupType sizeGroupType, int width, int height)\n        {\n            return FindSizeIndex(sizeGroupType, width, height) != -1;\n        }\n\n        public static object GetGroup(GameViewSizeGroupType type)\n        {\n            return _getGroup.Invoke(_gameViewSizesInstance, new object[] {(int) type});\n        }\n\n        public static GameViewSizeGroupType GetCurrentGroupType()\n        {\n            var getCurrentGroupTypeProp = _gameViewSizesInstance.GetType().GetProperty(\"currentGroupType\");\n            return (GameViewSizeGroupType)(int)getCurrentGroupTypeProp.GetValue(_gameViewSizesInstance, null);\n        }\n\n        public static int GetCurrentSizeIndex()\n        {\n            var gameViewType = typeof(Editor).Assembly.GetType(\"UnityEditor.GameView\");\n            var selectedSizeIndexProp = gameViewType.GetProperty(\"selectedSizeIndex\", BindingFlags.Instance | BindingFlags.Public | BindingFlags.NonPublic);\n            var gameViewWindow = EditorWindow.GetWindow(gameViewType);\n            return (int) selectedSizeIndexProp.GetValue(gameViewWindow, null);\n        }\n\n        //---------------------------------------------------------------------\n        // Nested\n        //---------------------------------------------------------------------\n\n        public enum GameViewSizeType\n        {\n            AspectRatio,\n            FixedResolution\n        }\n    }\n}"
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    "path": "Assets/ScreenShooter/Editor/Scripts/Util/ScreenshotUtil.cs",
    "content": "﻿/*\n * Licensed under the Apache License, Version 2.0 (the \"License\"); you may not\n * use this file except in compliance with the License. You may obtain a copy of\n * the License at\n *\n *      http://www.apache.org/licenses/LICENSE-2.0\n *\n * Unless required by applicable law or agreed to in writing, software\n * distributed under the License is distributed on an \"AS IS\" BASIS, WITHOUT\n * WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the\n * License for the specific language governing permissions and limitations under\n * the License.\n */\n\nusing System;\nusing System.IO;\nusing Borodar.ScreenShooter.Configs;\nusing UnityEngine;\n\nnamespace Borodar.ScreenShooter.Utils\n{\n    public static class ScreenshotUtil\n    {\n        public static void TakeScreenshot(ScreenShooterSettings settings, ScreenshotConfig config)\n        {\n            var suffix = settings.AppendTimestamp ? \".\" + DateTime.Now.ToString(\"yyyyMMddHHmmssfff\") : \"\";\n            TakeScreenshot(settings.Camera, settings.SaveFolder, settings.Tag, suffix, config);\n        }\n\n        public static void TakeScreenshot(Camera camera, string folderName, string prefix, string suffix, ScreenshotConfig screenshotConfig)\n        {\n            var scrTexture = new Texture2D(screenshotConfig.Width, screenshotConfig.Height, TextureFormat.RGB24, false);\n            var scrRenderTexture = new RenderTexture(scrTexture.width, scrTexture.height, 24);\n            var camRenderTexture = camera.targetTexture;\n\n            camera.targetTexture = scrRenderTexture;\n            camera.Render();\n            camera.targetTexture = camRenderTexture;\n\n            RenderTexture.active = scrRenderTexture;\n            scrTexture.ReadPixels(new Rect(0, 0, scrTexture.width, scrTexture.height), 0, 0);\n            scrTexture.Apply();\n\n            SaveTextureAsFile(scrTexture, folderName, prefix, suffix, screenshotConfig);\n        }\n\n        public static void SaveTextureAsFile(Texture2D texture, string folder, string prefix, string suffix, ScreenshotConfig screenshotConfig)\n        {\n            byte[] bytes;\n            string extension;\n\n            switch (screenshotConfig.Type)\n            {\n                case ScreenshotConfig.Format.PNG:\n                    bytes = texture.EncodeToPNG();\n                    extension = \".png\";\n                    break;\n                case ScreenshotConfig.Format.JPG:\n                    bytes = texture.EncodeToJPG();\n                    extension = \".jpg\";\n                    break;\n                default:\n                    throw new ArgumentOutOfRangeException();\n            }\n\n            var fileName = prefix + screenshotConfig.Name + \".\" + screenshotConfig.Width + \"x\" + screenshotConfig.Height + suffix;\n            var imageFilePath = folder + \"/\" + MakeValidFileName(fileName + extension);\n\n            // ReSharper disable once PossibleNullReferenceException\n            (new FileInfo(imageFilePath)).Directory.Create();\n            File.WriteAllBytes(imageFilePath, bytes);\n\n            Debug.Log(\"Image saved to: \" + imageFilePath);\n        }\n\n        private static string MakeValidFileName(string name)\n        {\n            var invalidChars = System.Text.RegularExpressions.Regex.Escape(new string(Path.GetInvalidFileNameChars()));\n            var invalidRegStr = string.Format(@\"([{0}]*\\.+$)|([{0}]+)\", invalidChars);\n\n            return System.Text.RegularExpressions.Regex.Replace(name, invalidRegStr, \"_\");\n        }\n    }\n}"
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    "content": "# ScreenShooter for Unity3d\n\nScreenShooter allows you to take multiple screenshots at different resolutions with just one click, right from the Unity editor.\n\n![Screenshoter logo](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/screenshooter_logo.png)\n\nFeatures:\n* Take multiple screenshots at multiple resolutions with a single click\n* Quickly create good high quality screenshots or wallpapers\n* Easily create all required screenshots for App Store or Google Play (presets included)\n* Add or remove resolutions with ease and save them for later use.\n* Take screenshots using any available camera\n\n### ScreenShooter window\n\nBefore being able to take screenshots, you will first need to open ScreenShooter window. Select **Tools → ScreenShoooter → Show Window** from the main menu, as follows:\n\n![Screenshooter menu](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.3/menu_01.png)\n\n### Camera\n\nYou need to specify from which camera you want to take screenshots. The first enabled camera tagged \"MainCamera\" is selected by default.\n\n![Camera select](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/camera.png)\n\n### Screenshots Configuration\n\nWith **ScreehShooter** multiple screenshots can be taken with a single click. For each screenshot, you can specify desired name, resolution and file format (JPG or PNG).\n\n![Screenshot Configurations](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/screenshots.png)\n\nYou can do that manually or use predefined values from the dropdown menu:\n\n![Presets](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/presets.png)\n\n### Tag\n\nThe tag is just a convenient way to specify common file name prefix for all screenshots that will be taken with one click. While this field is not required, it can save time in case you need to make few different sets of screenshots with the same configuration.\n\n![Screenshots Tag](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/tag.png)\n\n### Save To\n\nScreenshots will be saved to `%YOUR_PROJECT%/Screenshots` folder by default. If you want to change the save path, click on **Browse** button and choose another folder, or enter the new path manually.\n\n![Save To](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/saveto.png)\n\nIf target folder already exists then **Show** button will be enabled. You can use this button to open screenshots folder directly in system file manager.\n\nIf target folder doesn’t exist yet, it will be created when taking screenshots.\n\n### Take Screenshots\n\nFinally, you’re now able to take as many screenshots as you want, simply by pressing the **Take Screenshots** button! Also, you can do that by using the **Alt+Shift+S** keyboard shortcut.\n\n**Please note:** There is currently a known bug within Unity itself preventing *\"Screen space - Overlay\"* UI items from being captured. Once Unity's Developers fix this bug UI elements should be captured correctly. As a workaround you can switch canvas render mode to *\"Screen Space - Camera\"* and set canvas plane distance close to camera near clipping plane.\n\n![Screen Space](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/canvas.png)\n\n### Folder Location\n\nThe “ScreenShoter” folder doesn’t require to be in the root of your project, you can freely  move it wherever you want.  Then just go to **Edit -> Preferences -> ScreenShooter** and update the folder location:\n\n![Screen Space](https://raw.githubusercontent.com/PhannGor/phanngor.github.io/master/stuff/screenshooter/images/v1.2/prefs.png)\n\n## Asset Store\nScreenShooter is donationware. If you want to support future development or just say \"thanks\" to autor, please buy it on the [Asset Store](http://u3d.as/q0j). Reviews are also highly appreciated.\n"
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