Version 1.3.0 Sep 6, 2016
Features
Menu items can be created according to the types grouped from different assemblies.
Custom Asset Generator tries to add the new assembly to “Unity Assemblies”, “User
Assemblies”, and “Newly Added” list in order. On the other hand, it tries to add the new
type to “Unity Types”, “User Types”, and “Newly Added” in order.
Changing assemblies/types tool-bar tabs can be achieved by using the same keys with
Google Chrome tab shortcuts.
Jump to the next tab: “Ctrl + Tab” or “Ctrl + PgDn” hot-key on Windows / “Command +
Option + Right Arrow” hot-key on OS X.
Jump to the previous tab: “Ctrl + Shift + Tab” or “Ctrl + PgUp” hot-key on Windows /
“Command + Option + Left Arrow” hot-key on OS X.
Added ping buttons for all assemblies and types. Show In Explorer/Reveal In Finder with
Alt/Option key.
Added type and className overloads to CreateAsset() and CreateAssetAtPath() methods
for public API CustomAssetGenerator.Utils.ScriptableObjectUtil type.
Added context Object for log messages.
Changes
When any custom asset couldn’t found, printing warning log messages instead of error.
Added space between lists at configuration asset.
Fixes
Fixed: Processing nested ScriptableObject types.
Fixed: Re-generating when already added script has changed.
Fixed: “Cleaning up leaked objects in scene” warning on configuration asset.