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editor: Rename "Visual Pinball" to "Pinball".
1 parent 4250a99 commit bd971ce

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2 files changed

+4
-4
lines changed

2 files changed

+4
-4
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Editor/BlueprintProjector.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -25,7 +25,7 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor
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{
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public static class BlueprintProjector
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{
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[MenuItem("GameObject/Visual Pinball/Blueprint Projector", false, 35)]
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[MenuItem("GameObject/Pinball/Blueprint Projector", false, 35)]
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private static void CreateBlueprintProjector()
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{
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// TODO: Move post-instantiation logic to BP authoring component. Extend to make it simpler to swap projections.

Editor/PrefabCreator.cs

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -21,19 +21,19 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor
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{
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public static class PrefabCreator
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{
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[MenuItem("GameObject/Visual Pinball/Editor Camera", false, 32)]
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[MenuItem("GameObject/Pinball/Editor Camera", false, 32)]
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private static void CreateEditorCamera()
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{
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Create(AssetPath.CameraPrefab, "Editor Camera", "Create Editor Camera");
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}
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[MenuItem("GameObject/Visual Pinball/Editor Post Processing", false, 33)]
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[MenuItem("GameObject/Pinball/Editor Post Processing", false, 33)]
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private static void CreatePostProcessing()
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{
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Create(AssetPath.PostProcessPrefab, "Editor Post Processing", "Create Editor Post Processing");
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}
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[MenuItem("GameObject/Visual Pinball/Editor Lighting", false, 34)]
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[MenuItem("GameObject/Pinball/Editor Lighting", false, 34)]
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private static void CreateLighting()
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{
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Create(AssetPath.LightingPrefab, "Editor Lighting", "Create Editor Lighting");

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