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publicreadonlyGUIContentcopyMasterButton=EditorGUIUtility.TrTextContent("Copy Master's Settings","Copy all master's settings into this variant.");
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publicreadonlyGUIContentpackButton=EditorGUIUtility.TrTextContent("Pack Preview","Pack this atlas.");
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publicreadonlyGUIContentdisabledPackLabel=EditorGUIUtility.TrTextContent("Sprite Atlas packing is disabled. Enable it in Edit > Project Settings > Editor.",null,EditorGUIUtility.GetHelpIcon(MessageType.Info));
rms=EditorGUIUtility.TrTextContent("RMS","Switches between RMS (Root Mean Square) metering and peak metering. RMS is closer to the energy level and perceived loudness of the sound (hence lower than the peak meter), while peak-metering is useful for monitoring spikes in the signal that can cause clipping.");
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editSnapShots=EditorGUIUtility.TrTextContent("Edit in Play Mode","Edit in playmode and your changes are automatically saved. Note when editing is disabled, live values are shown.",EditorGUIUtility.TrIconContent("Animation.Record","Are scene and inspector changes recorded into the animation curves?").image);
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infoText=EditorGUIUtility.TrTextContent("Create an AudioMixer asset from the Project Browser to get started");
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selectAudioMixer=EditorGUIUtility.TrTextContent("","Select an Audio Mixer");
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output=EditorGUIUtility.TrTextContent("Output","Select an Audio Mixer Group from another Audio Mixer to output to. If 'None' is selected, then output is routed directly to the Audio Listener.");
Copy file name to clipboardExpand all lines: Editor/Mono/BuildPlayerWindow.cs
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@@ -29,19 +29,11 @@ class Styles
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publicGUIContentinvalidColorSpaceMessage=EditorGUIUtility.TrTextContent("In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the Color Space and the current settings.",EditorGUIUtility.GetHelpIcon(MessageType.Warning));
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publicGUIContentinvalidLightmapEncodingMessage=EditorGUIUtility.TrTextContent("In order to build a player, go to 'Player Settings...' to resolve the incompatibility between the selected Lightmap Encoding and the current settings.",EditorGUIUtility.GetHelpIcon(MessageType.Warning));
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publicGUIContentcompilingMessage=EditorGUIUtility.TrTextContent("Cannot build player while editor is importing assets or compiling scripts.",EditorGUIUtility.GetHelpIcon(MessageType.Warning));
publicGUIContentbecauseYouAreNot=EditorGUIUtility.TrTextContent("Because you are not a member of this project this build will not access Unity services.",EditorGUIUtility.GetHelpIcon(MessageType.Warning));
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publicGUIContentnoSessionDialogText=EditorGUIUtility.TrTextContent("In order to publish your build to UDN, you need to sign in via the AssetStore and tick the 'Stay signed in' checkbox.");
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publicGUIContentplatformTitle=EditorGUIUtility.TrTextContent("Platform","Which platform to build for");
publicstringinfoText=L10n.Tr("{0} is not included in your Unity Pro license. Your {0} build will include a Unity Personal Edition splash screen.\n\nYou must be eligible to use Unity Personal Edition to use this build option. Please refer to our EULA for further information.");
@@ -76,7 +64,6 @@ public GUIContent GetDownloadErrorForTarget(BuildTarget target)
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publicGUIContentautoconnectProfilerDisabled=EditorGUIUtility.TrTextContent("Autoconnect Profiler","Profiling is only enabled in a Development Player.");
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publicGUIContentbuildWithDeepProfiler=EditorGUIUtility.TrTextContent("Deep Profiling Support","Build Player with Deep Profiling Support. This might affect Player performance.");
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publicGUIContentbuildWithDeepProfilerDisabled=EditorGUIUtility.TrTextContent("Deep Profiling","Profiling is only enabled in a Development Player.");
publicGUIContentwaitForManagedDebugger=EditorGUIUtility.TrTextContent("Wait For Managed Debugger","Show a dialog where you can attach a managed debugger before any script execution.");
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