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make sure every UI occurence of FBX is all caps
1 parent 097d7fb commit a8cb7f6

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4 files changed

+6
-6
lines changed

4 files changed

+6
-6
lines changed

Packages/com.unity.formats.fbx/Editor/Scripts/FbxExportSettings.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1321,10 +1321,10 @@ internal static string NormalizePath(string path, bool isRelative,
13211321
}
13221322
}
13231323

1324-
[MenuItem("Edit/Project Settings/Fbx Export", priority = 300)]
1324+
[MenuItem("Edit/Project Settings/FBX Export", priority = 300)]
13251325
static void ShowManager()
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{
1327-
instance.name = "Fbx Export Settings";
1327+
instance.name = "FBX Export Settings";
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Selection.activeObject = instance;
13291329
instance.Load();
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}

Packages/com.unity.formats.fbx/Editor/Scripts/FbxExporter.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -88,7 +88,7 @@ public sealed class ModelExporter : System.IDisposable
8888

8989
const string TimelineClipMenuItemName = "GameObject/Export Selected Timeline Clip...";
9090

91-
const string ProgressBarTitle = "Fbx Export";
91+
const string ProgressBarTitle = "FBX Export";
9292

9393
const char MayaNamespaceSeparator = ':';
9494

Packages/com.unity.formats.fbx/Editor/Scripts/FbxPrefabInspector.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -24,10 +24,10 @@ public override void OnInspectorGUI() {
2424
EditorGUI.BeginDisabledGroup(isDisabled);
2525
FbxPrefabUtility fbxPrefabUtility = new FbxPrefabUtility (fbxPrefab);
2626
var oldFbxAsset = fbxPrefabUtility.FbxAsset;
27-
var newFbxAsset = EditorGUILayout.ObjectField(new GUIContent("Source Fbx Asset", "The FBX file that is linked to this Prefab"), oldFbxAsset,
27+
var newFbxAsset = EditorGUILayout.ObjectField(new GUIContent("Source FBX Asset", "The FBX file that is linked to this Prefab"), oldFbxAsset,
2828
typeof(GameObject), allowSceneObjects: false) as GameObject;
2929
if (newFbxAsset && !FbxPrefabAutoUpdater.IsFbxAsset(UnityEditor.AssetDatabase.GetAssetPath(newFbxAsset))) {
30-
Debug.LogError("FbxPrefab must point to an Fbx asset (or none).");
30+
Debug.LogError("FbxPrefab must point to an FBX asset (or none).");
3131
} else if (newFbxAsset != oldFbxAsset) {
3232
fbxPrefabUtility.SetSourceModel(newFbxAsset);
3333
}

Packages/com.unity.formats.fbx/Editor/Scripts/FbxPrefabUtility.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -114,7 +114,7 @@ public string GetFBXObjectName(string unityObjectName)
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[System.Diagnostics.Conditional("FBXEXPORTER_DEBUG")]
115115
public static void Log(string message)
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{
117-
Debug.Log("Fbx prefab update: " + message);
117+
Debug.Log("FBX prefab update: " + message);
118118
}
119119

120120
[System.Diagnostics.Conditional("FBXEXPORTER_DEBUG")]

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