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if(GUILayout.Button(newGUIContent("...","Browse to a new location for saving model prefabs"),EditorStyles.miniButton,GUILayout.Width(BrowseButtonWidth))){
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GUILayout.Space(LabelWidth+BrowseButtonOffset);
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if(GUILayout.Button(newGUIContent("...","Browse to a new location for saving model prefabs"),EditorStyles.miniButton,GUILayout.Width(BrowseButtonWidth)))
if(GUILayout.Button(newGUIContent("...","Browse to a new installation path for 3D application integrations"),EditorStyles.miniButton,GUILayout.Width(BrowseButtonWidth)))
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{
@@ -129,17 +149,21 @@ public override void OnInspectorGUI() {
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GUILayout.EndHorizontal();
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EditorGUILayout.Space();
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GUILayout.BeginHorizontal();
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GUILayout.Label(newGUIContent(
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EditorGUILayout.LabelField(newGUIContent(
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"3D Application:",
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"Select the 3D Application for which you would like to install the Unity integration."),GUILayout.Width(LabelWidth-3));
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"Select the 3D Application for which you would like to install the Unity integration."),GUILayout.Width(LabelWidth-FieldOffset));
if(GUILayout.Button(newGUIContent("...","Browse to a 3D application in a non-default location"),EditorStyles.miniButton,GUILayout.Width(BrowseButtonWidth))){
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varext="";
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switch(Application.platform){
@@ -762,7 +786,8 @@ public static void SetRelativeSavePath(string newPath) {
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publicstaticstringGetIntegrationSavePath()
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{
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//If the save path gets messed up and ends up not being valid, just use the project folder as the default
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