Use the [CreateAssetMenu] attribute on scriptable object scripts to add them to the Create menu in the editor. Use LayerMask.NameToLayer("layer name") to get the ID of a layer. Test your scripts along the way by
You’re putting it in the same folder as the event, however this class is not going to be a scriptable object. Instead, it stays as a MonoBehaviour because you’ll attach it as a component to objects in the scene.Ufuw bfa MimhaUdajdZehbuvic xvxofg. Uj ngu fen, obk pge voccarowz...
guid, objectID.filePath).ToBytes(); byte[] objectHash = HashingMethods.Calculate(objectID).ToBytes(); byte[] assetHash; byte[] objectHash; bool extraArtifact = objectID.filePath.StartsWith("VirtualArtifacts/Extra/", StringComparison.Ordinal); int hashSeed = ScriptableBuildPipeline.fi...