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2 changes: 1 addition & 1 deletion Editor/BlueprintProjector.cs
Original file line number Diff line number Diff line change
Expand Up @@ -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.
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6 changes: 3 additions & 3 deletions Editor/PrefabCreator.cs
Original file line number Diff line number Diff line change
Expand Up @@ -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");
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