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3 Commits

Author SHA1 Message Date
Mingu Kim
0f10ce0cd6 맥 버전 빌드 프로파일 추 2026-01-17 03:39:33 +09:00
bb376a8a15 게임 아이콘 추가 및 윈도우 빌드 프로필 추가 후 빌드 2026-01-17 03:39:33 +09:00
Mingu Kim
e42945d607 no message 2026-01-17 03:39:19 +09:00
35 changed files with 6794 additions and 5624 deletions

8
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@@ -308,6 +308,8 @@ GameObject:
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- component: {fileID: 162178411}
m_Layer: 5 m_Layer: 5
m_Name: Image Character m_Name: Image Character
m_TagString: Untagged m_TagString: Untagged
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m_CullTransparentMesh: 1 m_CullTransparentMesh: 1
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m_TargetAssemblyTypeName: UnityEngine.UI.Image, UnityEngine.UI
m_MethodName: set_sprite
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m_ObjectArgumentAssemblyTypeName: UnityEngine.Sprite, UnityEngine
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GameObject: GameObject:
m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -469,6 +712,18 @@ MonoBehaviour:
m_StringArgument: m_StringArgument:
m_BoolArgument: 0 m_BoolArgument: 0
m_CallState: 2 m_CallState: 2
- m_Target: {fileID: 162178412}
m_TargetAssemblyTypeName: DG.Tweening.DOTweenAnimation, Assembly-CSharp-firstpass
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--- !u!114 &240954701 --- !u!114 &240954701
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m_ObjectHideFlags: 0 m_ObjectHideFlags: 0
@@ -522,7 +777,7 @@ MonoBehaviour:
selectMonitorIndex: 2 selectMonitorIndex: 2
takeNumber: 0 takeNumber: 0
inputPrefix: {fileID: 56188227} inputPrefix: {fileID: 56188227}
inputResult: {fileID: 0} inputResult: {fileID: 975488549}
directorySelector: {fileID: 1438379834} directorySelector: {fileID: 1438379834}
--- !u!1 &519420028 --- !u!1 &519420028
GameObject: GameObject:
@@ -889,7 +1144,7 @@ MonoBehaviour:
m_lineSpacingMax: 0 m_lineSpacingMax: 0
m_paragraphSpacing: 0 m_paragraphSpacing: 0
m_charWidthMaxAdj: 0 m_charWidthMaxAdj: 0
m_TextWrappingMode: 3 m_TextWrappingMode: 1
m_wordWrappingRatios: 0.4 m_wordWrappingRatios: 0.4
m_overflowMode: 3 m_overflowMode: 3
m_linkedTextComponent: {fileID: 0} m_linkedTextComponent: {fileID: 0}
@@ -1395,7 +1650,7 @@ MonoBehaviour:
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m_AsteriskChar: 42 m_AsteriskChar: 42
m_KeyboardType: 0 m_KeyboardType: 0
m_LineType: 0 m_LineType: 1
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@@ -1,14 +0,0 @@
<?xml version="1.0"?>
<doc>
<assembly>
<name>DOTweenUpgradeManager</name>
</assembly>
<members>
<member name="T:DG.DOTweenUpgradeManager.Autorun">
<summary>
This class and its whole library are deleted the first time DOTween's setup is run after an upgrade (or after a new install).
NOTE: DidReloadScripts doesn't work on first install so it's useless, InitializeOnLoad is the only way
</summary>
</member>
</members>
</doc>

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8
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@@ -4,7 +4,6 @@ using SFB;
public class DirectorySelect : MonoBehaviour public class DirectorySelect : MonoBehaviour
{ {
const string BASIC_DIRECTORY = "C://";
public string selectedFolderPath; public string selectedFolderPath;
// OS별 기본 경로를 const 대신 static readonly 또는 private 필드로 정의 // OS별 기본 경로를 const 대신 static readonly 또는 private 필드로 정의
@@ -44,81 +43,8 @@ public class DirectorySelect : MonoBehaviour
public void Search() public void Search()
{ {
// 1. 깃허브 UnityStandaloneFileBrowser 에셋 방식 // https://github.com/tonidurans/UnityStandaloneFileBrowser/tree/master/Package // 깃허브 UnityStandaloneFileBrowser 에셋 방식 // https://github.com/tonidurans/UnityStandaloneFileBrowser/tree/master/Package
StandaloneFileBrowser.OpenFolderPanelAsync("디렉토리 선택", inputDirectory.text, false, OnSelect); StandaloneFileBrowser.OpenFolderPanelAsync("디렉토리 선택", inputDirectory.text, false, OnSelect);
// 2. 유니티 에디터 자체 기능 사용 (게임 빌드했을때 정상 작동하지 않음)
// string path = EditorUtility.OpenFolderPanel("디렉토리 선택", inputDirectory.text, "");
//
// // 사용자가 취소를 누르지 않고 유효한 경로를 선택했을 때만 업데이트
// if (!string.IsNullOrEmpty(path))
// {
// inputDirectory.text = path;
// selectedFolderPath = inputDirectory.text;
// Debug.Log("선택된 경로: " + selectedFolderPath);
// }
// 3. DLL 라이브러리 방식
// // Windows
// if (UnityEngine.Application.platform == RuntimePlatform.WindowsPlayer ||
// UnityEngine.Application.platform == RuntimePlatform.WindowsEditor)
// {
// FolderBrowserDialog folderBrowserDialog = new FolderBrowserDialog();
// folderBrowserDialog.Description = "디렉토리 선택";
//
// if (folderBrowserDialog.ShowDialog() == DialogResult.OK)
// {
// selectedFolderPath = folderBrowserDialog.SelectedPath;
// }
// }
// // macOS (OSX) 및 Linux
// else if (UnityEngine.Application.platform == RuntimePlatform.OSXPlayer ||
// UnityEngine.Application.platform == RuntimePlatform.OSXEditor ||
// UnityEngine.Application.platform == RuntimePlatform.LinuxPlayer ||
// UnityEngine.Application.platform == RuntimePlatform.LinuxEditor)
// {
// // 1. OpenFolderPanelAsync를 사용하여 폴더 선택 팝업을 띄웁니다.
// // 비동기 방식이므로, 팝업이 닫힐 때 실행될 콜백 함수를 인자로 넘깁니다.
// StandaloneFileBrowser.OpenFolderPanelAsync(
// "경로를 선택하세요", // 팝업 창 제목
// inputDirectory.text, // 시작 경로: 현재 inputField의 경로를 기본값으로 사용
// false, // 다중 선택 허용 여부 (false: 폴더 1개만 선택)
// (string[] paths) => {
// // 2. 팝업이 닫힌 후 실행되는 콜백 함수 (람다 표현식)
// if (paths.Length > 0 && !string.IsNullOrEmpty(paths[0]))
// {
// // 선택된 경로가 있다면
// selectedFolderPath = paths[0];
//
// // InputField에 선택된 경로를 업데이트합니다.
// if (inputDirectory != null)
// {
// inputDirectory.text = selectedFolderPath;
// }
//
// Debug.Log("선택된 폴더 경로: " + selectedFolderPath);
// }
// else
// {
// // 선택 취소됨
// Debug.Log("폴더 선택이 취소되었습니다.");
// }
// }
// );
// }
// else
// {
// // 기타 플랫폼 (예: WebGL, Android, iOS)
// // macOS/Linux와 동일한 경로를 기본값으로 사용하거나,
// // 해당 플랫폼에 맞는 다른 경로를 반환할 수 있습니다.
// // return MAC_LINUX_DIRECTORY;
// }
}
// Update is called once per frame
void Update()
{
} }
/// <summary> /// <summary>

View File

@@ -1,43 +1,28 @@
using UnityEngine; using UnityEngine;
using System; using System;
using System.IO; using System.IO;
using System.Windows.Forms; // 모니터 식별 및 스크린 정보
using System.Drawing; // Bitmap 관련
using System.Drawing.Imaging;
using System.Runtime.InteropServices;
using TMPro; using TMPro;
using Unity.VisualScripting; using System.Runtime.InteropServices;
using Application = UnityEngine.Application;
using Screen = System.Windows.Forms.Screen; #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
using System.Windows.Forms;
using System.Drawing;
using System.Drawing.Imaging;
using Graphics = System.Drawing.Graphics; using Graphics = System.Drawing.Graphics;
#endif
public class TakeScreen : MonoBehaviour public class TakeScreen : MonoBehaviour
{ {
// 캡처할 모니터 인덱스 (2 = 첫번째 모니터)
public int selectMonitorIndex = 2; public int selectMonitorIndex = 2;
public int takeNumber; public int takeNumber;
int monitorIndex = 0;
MONITORINFO selectMonitor; [SerializeField] TMP_InputField inputPrefix;
int selectWidth; [SerializeField] TMP_InputField inputResult;
int selectHeight; [SerializeField] DirectorySelect directorySelector;
[SerializeField]
TMP_InputField inputPrefix;
[SerializeField]
TMP_InputField inputResult;
[SerializeField]
DirectorySelect directorySelector;
// WinAPI 구조체
[StructLayout(LayoutKind.Sequential)]
public struct RECT
{
public int left, top, right, bottom;
}
// --- Windows 전용 구조체 및 변수 ---
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
[StructLayout(LayoutKind.Sequential)] public struct RECT { public int left, top, right, bottom; }
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)] [StructLayout(LayoutKind.Sequential, CharSet = CharSet.Auto)]
public struct MONITORINFO public struct MONITORINFO
{ {
@@ -45,109 +30,107 @@ public class TakeScreen : MonoBehaviour
public RECT rcMonitor; public RECT rcMonitor;
public RECT rcWork; public RECT rcWork;
public int dwFlags; public int dwFlags;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] public string szDevice;
[MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)]
public string szDevice;
} }
// WinAPI 델리게이트
private delegate bool MonitorEnumProc(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData); private delegate bool MonitorEnumProc(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData);
[DllImport("user32.dll")] private static extern bool EnumDisplayMonitors(IntPtr hdc, IntPtr lprcClip, MonitorEnumProc lpfnEnum, IntPtr dwData);
[DllImport("user32.dll", CharSet = CharSet.Auto)] private static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi);
[DllImport("user32.dll")] private static extern IntPtr GetDC(IntPtr hWnd);
[DllImport("gdi32.dll")] private static extern IntPtr CreateCompatibleDC(IntPtr hdc);
[DllImport("gdi32.dll")] private static extern IntPtr CreateCompatibleBitmap(IntPtr hdc, int width, int height);
[DllImport("gdi32.dll")] private static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj);
[DllImport("gdi32.dll")] private static extern bool BitBlt(IntPtr hdcDest, int nXDest, int nYDest, int nWidth, int nHeight, IntPtr hdcSrc, int nXSrc, int nYSrc, int dwRop);
[DllImport("gdi32.dll")] private static extern bool DeleteObject(IntPtr hObject);
[DllImport("gdi32.dll")] private static extern bool DeleteDC(IntPtr hdc);
[DllImport("user32.dll")] private static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
// WinAPI 함수 MONITORINFO selectMonitor;
[DllImport("user32.dll")] int selectWidth;
private static extern bool EnumDisplayMonitors(IntPtr hdc, IntPtr lprcClip, MonitorEnumProc lpfnEnum, IntPtr dwData); int selectHeight;
int monitorIndex = 0;
[DllImport("user32.dll", CharSet = CharSet.Auto)] #endif
private static extern bool GetMonitorInfo(IntPtr hMonitor, ref MONITORINFO lpmi);
[DllImport("user32.dll")]
private static extern IntPtr GetDC(IntPtr hWnd);
[DllImport("gdi32.dll")]
private static extern IntPtr CreateCompatibleDC(IntPtr hdc);
[DllImport("gdi32.dll")]
private static extern IntPtr CreateCompatibleBitmap(IntPtr hdc, int width, int height);
[DllImport("gdi32.dll")]
private static extern IntPtr SelectObject(IntPtr hdc, IntPtr hgdiobj);
[DllImport("gdi32.dll")]
private static extern bool BitBlt(IntPtr hdcDest, int nXDest, int nYDest, int nWidth, int nHeight,
IntPtr hdcSrc, int nXSrc, int nYSrc, CopyPixelOperation dwRop);
[DllImport("gdi32.dll")]
private static extern bool DeleteObject(IntPtr hObject);
[DllImport("gdi32.dll")]
private static extern bool DeleteDC(IntPtr hdc);
[DllImport("user32.dll")]
private static extern int ReleaseDC(IntPtr hWnd, IntPtr hDC);
private void Start() private void Start()
{ {
Debug.Log("=== 모든 모니터 정보 ==="); #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
EnumDisplayMonitors(IntPtr.Zero, IntPtr.Zero, MonitorCallback, IntPtr.Zero); EnumDisplayMonitors(IntPtr.Zero, IntPtr.Zero, MonitorCallback, IntPtr.Zero);
#else
Debug.Log("macOS 환경입니다. 시스템 기본 스크린샷 기능을 사용합니다.");
#endif
} }
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
private bool MonitorCallback(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData) private bool MonitorCallback(IntPtr hMonitor, IntPtr hdcMonitor, ref RECT lprcMonitor, IntPtr dwData)
{ {
MONITORINFO mi = new MONITORINFO(); MONITORINFO mi = new MONITORINFO();
mi.cbSize = Marshal.SizeOf(typeof(MONITORINFO)); mi.cbSize = Marshal.SizeOf(typeof(MONITORINFO));
monitorIndex++; monitorIndex++;
if (GetMonitorInfo(hMonitor, ref mi) && monitorIndex == selectMonitorIndex) if (GetMonitorInfo(hMonitor, ref mi) && monitorIndex == selectMonitorIndex)
{ {
int width = mi.rcMonitor.right - mi.rcMonitor.left;
int height = mi.rcMonitor.bottom - mi.rcMonitor.top;
bool isPrimary = (mi.dwFlags & 1) != 0;
Debug.Log(
$"{mi.szDevice} 모니터 \n" +
$" - 해상도 : {width} x {height}\n" +
$" - 위치 : x = {mi.rcMonitor.left}, y = {mi.rcMonitor.top}\n" +
$" - 주 모니터 여부 : {isPrimary}\n"
);
selectMonitor = mi; selectMonitor = mi;
selectWidth = width; selectWidth = mi.rcMonitor.right - mi.rcMonitor.left;
selectHeight = height; selectHeight = mi.rcMonitor.bottom - mi.rcMonitor.top;
} }
return true;
return true; // 계속 나머지 모니터 순회
} }
#endif
public void Take() public void Take()
{ {
string fileName = $"{inputPrefix.text}_{string.Format("{0:D2}", takeNumber)}.png"; string fileName = $"{inputPrefix.text}_{takeNumber:D2}.png";
string savePath = Path.Combine(directorySelector.selectedFolderPath, fileName); string savePath = Path.Combine(directorySelector.selectedFolderPath, fileName);
Shot(selectMonitor.rcMonitor.left, selectMonitor.rcMonitor.top, selectWidth, selectHeight, savePath); #if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
ShotWin(selectMonitor.rcMonitor.left, selectMonitor.rcMonitor.top, selectWidth, selectHeight, savePath);
#elif UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
ShotMac(savePath);
#endif
inputResult.text = savePath;
takeNumber++;
} }
void Shot(int x, int y, int width, int height, string savePath) // Windows 캡처 로직
#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN
void ShotWin(int x, int y, int width, int height, string savePath)
{ {
IntPtr desktopDC = GetDC(IntPtr.Zero); IntPtr desktopDC = GetDC(IntPtr.Zero);
IntPtr memoryDC = CreateCompatibleDC(desktopDC); IntPtr memoryDC = CreateCompatibleDC(desktopDC);
IntPtr bitmap = CreateCompatibleBitmap(desktopDC, width, height); IntPtr bitmap = CreateCompatibleBitmap(desktopDC, width, height);
IntPtr oldBitmap = SelectObject(memoryDC, bitmap); IntPtr oldBitmap = SelectObject(memoryDC, bitmap);
BitBlt(memoryDC, 0, 0, width, height, desktopDC, x, y, CopyPixelOperation.SourceCopy | CopyPixelOperation.CaptureBlt); // 0x00CC0020 = SRCCOPY, 0x40000000 = CAPTUREBLT
BitBlt(memoryDC, 0, 0, width, height, desktopDC, x, y, 0x00CC0020 | 0x40000000);
using (Bitmap bmp = Image.FromHbitmap(bitmap)) using (Bitmap bmp = Image.FromHbitmap(bitmap))
{ {
bmp.Save(savePath, ImageFormat.Png); bmp.Save(savePath, ImageFormat.Png);
} }
// 정리
SelectObject(memoryDC, oldBitmap); SelectObject(memoryDC, oldBitmap);
DeleteObject(bitmap); DeleteObject(bitmap);
DeleteDC(memoryDC); DeleteDC(memoryDC);
ReleaseDC(desktopDC, memoryDC); ReleaseDC(IntPtr.Zero, desktopDC);
inputResult.text = savePath;
} }
#endif
// macOS 캡처 로직
#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX
void ShotMac(string savePath)
{
// macOS는 시스템 명령어를 통해 스크린샷을 찍는 것이 가장 안정적입니다.
// -x: 소리 없음, -C: 커서 포함(선택)
// 만약 특정 모니터만 찍어야 한다면 -D 옵션을 사용합니다 (예: -D 1)
string args = $"-x \"{savePath}\"";
try
{
System.Diagnostics.Process.Start("screencapture", args);
Debug.Log($"macOS 스크린샷 저장 완료: {savePath}");
}
catch (Exception e)
{
Debug.LogError($"macOS 스크린샷 실패: {e.Message}");
}
}
#endif
} }

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View File

@@ -6,8 +6,8 @@ EditorBuildSettings:
serializedVersion: 2 serializedVersion: 2
m_Scenes: m_Scenes:
- enabled: 1 - enabled: 1
path: Assets/Scenes/SampleScene.unity path: Assets/Main.unity
guid: 8c9cfa26abfee488c85f1582747f6a02 guid: 0e7a0d8a2017542db96f24c7a5928929
m_configObjects: m_configObjects:
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m_UseUCBPForAssetBundles: 0 m_UseUCBPForAssetBundles: 0

View File

@@ -12,16 +12,16 @@ PlayerSettings:
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useOnDemandResources: 0 useOnDemandResources: 0
accelerometerFrequency: 60 accelerometerFrequency: 60
companyName: DefaultCompany companyName: Cooney Studio
productName: ScreenCapture productName: Screen Capture
defaultCursor: {fileID: 0} defaultCursor: {fileID: 0}
cursorHotspot: {x: 0, y: 0} cursorHotspot: {x: 0, y: 0}
m_SplashScreenBackgroundColor: {r: 0.13725491, g: 0.12156863, b: 0.1254902, a: 1} m_SplashScreenBackgroundColor: {r: 0.8, g: 0.8, b: 0.8, a: 1}
m_ShowUnitySplashScreen: 1 m_ShowUnitySplashScreen: 1
m_ShowUnitySplashLogo: 1 m_ShowUnitySplashLogo: 1
m_SplashScreenOverlayOpacity: 1 m_SplashScreenOverlayOpacity: 1
m_SplashScreenAnimation: 1 m_SplashScreenAnimation: 1
m_SplashScreenLogoStyle: 1 m_SplashScreenLogoStyle: 0
m_SplashScreenDrawMode: 0 m_SplashScreenDrawMode: 0
m_SplashScreenBackgroundAnimationZoom: 1 m_SplashScreenBackgroundAnimationZoom: 1
m_SplashScreenLogoAnimationZoom: 1 m_SplashScreenLogoAnimationZoom: 1
@@ -42,8 +42,8 @@ PlayerSettings:
m_SplashScreenLogos: [] m_SplashScreenLogos: []
m_VirtualRealitySplashScreen: {fileID: 0} m_VirtualRealitySplashScreen: {fileID: 0}
m_HolographicTrackingLossScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0}
defaultScreenWidth: 1920 defaultScreenWidth: 480
defaultScreenHeight: 1080 defaultScreenHeight: 320
defaultScreenWidthWeb: 960 defaultScreenWidthWeb: 960
defaultScreenHeightWeb: 600 defaultScreenHeightWeb: 600
m_StereoRenderingPath: 0 m_StereoRenderingPath: 0
@@ -83,7 +83,7 @@ PlayerSettings:
androidApplicationEntry: 2 androidApplicationEntry: 2
defaultIsNativeResolution: 1 defaultIsNativeResolution: 1
macRetinaSupport: 1 macRetinaSupport: 1
runInBackground: 0 runInBackground: 1
muteOtherAudioSources: 0 muteOtherAudioSources: 0
Prepare IOS For Recording: 0 Prepare IOS For Recording: 0
Force IOS Speakers When Recording: 0 Force IOS Speakers When Recording: 0
@@ -91,7 +91,7 @@ PlayerSettings:
deferSystemGesturesMode: 0 deferSystemGesturesMode: 0
hideHomeButton: 0 hideHomeButton: 0
submitAnalytics: 1 submitAnalytics: 1
usePlayerLog: 1 usePlayerLog: 0
dedicatedServerOptimizations: 1 dedicatedServerOptimizations: 1
bakeCollisionMeshes: 0 bakeCollisionMeshes: 0
forceSingleInstance: 0 forceSingleInstance: 0
@@ -107,8 +107,8 @@ PlayerSettings:
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xboxEnableFitness: 0 xboxEnableFitness: 0
visibleInBackground: 1 visibleInBackground: 1
allowFullscreenSwitch: 1 allowFullscreenSwitch: 0
fullscreenMode: 1 fullscreenMode: 3
xboxSpeechDB: 0 xboxSpeechDB: 0
xboxEnableHeadOrientation: 0 xboxEnableHeadOrientation: 0
xboxEnableGuest: 0 xboxEnableGuest: 0
@@ -294,7 +294,10 @@ PlayerSettings:
androidSymbolsSizeThreshold: 800 androidSymbolsSizeThreshold: 800
m_BuildTargetIcons: [] m_BuildTargetIcons: []
m_BuildTargetPlatformIcons: [] m_BuildTargetPlatformIcons: []
m_BuildTargetBatching: [] m_BuildTargetBatching:
- m_BuildTarget: Standalone
m_StaticBatching: 1
m_DynamicBatching: 0
m_BuildTargetShaderSettings: [] m_BuildTargetShaderSettings: []
m_BuildTargetGraphicsJobs: [] m_BuildTargetGraphicsJobs: []
m_BuildTargetGraphicsJobMode: [] m_BuildTargetGraphicsJobMode: []