diff --git a/Editor/BlueprintProjector.cs b/Editor/BlueprintProjector.cs index 322197b..f581d53 100644 --- a/Editor/BlueprintProjector.cs +++ b/Editor/BlueprintProjector.cs @@ -25,7 +25,7 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor { public static class BlueprintProjector { - [MenuItem("GameObject/Visual Pinball/Blueprint Projector", false, 35)] + [MenuItem("GameObject/Pinball/Blueprint Projector", false, 35)] private static void CreateBlueprintProjector() { // TODO: Move post-instantiation logic to BP authoring component. Extend to make it simpler to swap projections. diff --git a/Editor/PrefabCreator.cs b/Editor/PrefabCreator.cs index 214a97d..9879a30 100644 --- a/Editor/PrefabCreator.cs +++ b/Editor/PrefabCreator.cs @@ -21,19 +21,19 @@ namespace VisualPinball.Engine.Unity.Hdrp.Editor { public static class PrefabCreator { - [MenuItem("GameObject/Visual Pinball/Editor Camera", false, 32)] + [MenuItem("GameObject/Pinball/Editor Camera", false, 32)] private static void CreateEditorCamera() { Create(AssetPath.CameraPrefab, "Editor Camera", "Create Editor Camera"); } - [MenuItem("GameObject/Visual Pinball/Editor Post Processing", false, 33)] + [MenuItem("GameObject/Pinball/Editor Post Processing", false, 33)] private static void CreatePostProcessing() { Create(AssetPath.PostProcessPrefab, "Editor Post Processing", "Create Editor Post Processing"); } - [MenuItem("GameObject/Visual Pinball/Editor Lighting", false, 34)] + [MenuItem("GameObject/Pinball/Editor Lighting", false, 34)] private static void CreateLighting() { Create(AssetPath.LightingPrefab, "Editor Lighting", "Create Editor Lighting");