.Peek Documentation¶
Welcome to the official documentation for .Peek, a Unity editor tool that allows you to automatically generate a report of the used (and unused) assets in your builds, and keep an eye on the evolution of your project assets in a nicely integrated and responsive interface.
If you are reading the .pdf version of this documentation, you may find the online version easier to navigate. It is accessible on https://dotpeek-documentation.readthedocs.io/en/2018.1/.
We recommend you read the Introduction to get an overview of what this documentation has to offer.
The table of contents below and in the sidebar should let you easily access the documentation for your topic of interest. You can also use the search function in the top left corner.
Note
Notice something wrong with our documentation? Feel free to submit a pull request.
If you have a technical question, please feel free to contact us through our keybase team wellfiredltd.technicalsupport
The main documentation for the site is organized into the following sections:
Introduction¶
This page aims at giving a broad presentation of the tool and of the contents of this documentation, so that you know where to start if you are a beginner or where to look if you need info on a specific feature.
About .Peek¶
Most of Unity projects requires a large amount of assets (textures, audio files, prefabs, plugins…). These assets have a direct impact on the size of your build and the performance of your game. Tracking these assets to ensure your project stays up to quality standards and does not become a nightmare to maintain is very hard, especially when you are working in a team of people with different background.
.Peek is here to support you in quickly identifying the usual suspect, before it becomes a real problem. It is a must have for any development team who wants to control what goes into their build and react on time when undesirable assets are integrated to the project.
Here a list of the core features :
- Automatically generate and archive a build report each time a build is performed.
- Provide a nice interface to quickly jump between build reports and compare the content of each build.
- Provides a list of unused assets for each builds.
- Provide the possibility to share build reports on a VCS, or to save it in different location for each team member.
- Possibility to run build generation silently or to totally shut it off.
- Very responsive UI, even for projects with a large amount of assets, thanks to the usage of .Guacamole, an open source MVVM framework for Unity.
About the documentation¶
This documentation is continuously written, corrected, edited and revamped by members of the .Peek team and community. It is edited via text files in the reStructuredText markup language and then compiled into a static website/offline document using the open source Sphinx and ReadTheDocs tools.
Note
You can contribute to .Peek’s documentation by opening issues through YouTrack or sending patches via pull requests on its GitHub source repository.
Organisation of the documentation¶
This documentation is organised in five sections, the way it is split up should be relatively intuitive:
- The General section contains this introduction as well as the Frequently Asked Questions.
- The Getting Started section gives you a quick entry point to start using the tool.
- Finally, the Class API reference is the documentation of the .Peek API. It is generated automatically from files in the main repository, and the generated files of the documentation are therefore not meant to be modified.
Frequently Asked Questions¶
Is .Peek representative of the final platform build¶
.Peek is primarly focusing on tracking down what is included in your build and how it influences the size of it over time. The size reported for each asset is not necessarily representative of the final size of your build once it is fully packaged for the platform it is meant to run on. For example, the size of the final IPA produced for IOS is far different from the sum of the assets copied to the XCode project before it is compiled. But the size reported at the end of each Unity build is consistent with the previous builds. So it still gives you a nice overview of what was added, and how it influenced the size of the build.
Can .Peek be used on Continous Integration server¶
Yes! And we strongly encourage you to do so. By specifying a path relative to your unity project in .Peek settings, all your build reports can be generated on your CI machine and can be archived next to your other artifacts.
Can I use .Peek reports outside of the .Peek interface¶
.Peek reports are serialized in JSON format. They can be parsed efficiently and used anywhere you find it useful. You can for example render them in your own web interface, or parse them on a CI machine. .Peek lastest version will always update the older build reports to the newest format, ensuring your build reports stay relevant at any time.
Installing¶
Package Contents¶
Each .unitypackage downloaded from the AssetStore or from the WellFired website will have the same contents.
- /WellFired/WellFired.Peek/Editor
- Here you’ll find all code related to the .Peek project
Installing¶
- Import the .unitypackage into your unity project.
Quick Start¶
Your first build report¶
- After installing .Peek, .Peek window is accessible through the menu Window > DotPeek in Unity Editor. Click on it to open .Peek interface : the list of build reports is empty ;(
- Build your project for one of the supported platforms : Windows, Linux, Mac OS, iOS or Android.
- At the end of the build, .Peek should open by itself and display the new build report.
Congratualation ! You generated your first build report !
Tip
If the .Peek does not open by itself at the end of the build it could be you disabled the option in .Peek. See Settings for more info.

Next Step¶
In the coming pages, you’ll learn more about .Peek’s User Interface, and how your build reports are stored and managed.
.Peek Front Page¶
This is the first page displayed when you access .Peek through Unity Editor Window > DotPeek.
It is divided in three parts :
- The top navigation bar that gives you access to the Settings.
- The left panel listing the different build reports based on the time it was generated.
Tip
You can right click on one of them to display a contextual menu. You can either delete it, or reveal the location of the report. Clicking on Ctrl/Command while right clicking allows you to select several reports for deletion.
- The central view that displays the build report you selected on the left, or the settings page.

Build Report Panels¶
After you select a build report on the left side of the UI, it will be loaded and displayed through 4 panels :
Overview¶
The overview page gives you some general information about your build.

- Unity Version
- The Unity version used.
- Build Duration
The duration Unity took to make the build.
Tip
Note that .Peek records the time based on callbacks triggered by Unity Editor before and after it produced a build. Since several scripts in your project may make use of these callbacks, Unity provides a way to order them. .Peek by default will try to receive the prebuild callback as early as possible, and the postbuild callback as late as possible. You can programmatically change these settings, see XXXXXXXXX
- Commit Id
- If your Unity project is linked to a VCS repository, then the commit id at build time will be saved and display here. Note that .Peek supports only GIT and SVN at the moment. Windows users may need to ensure these VCS are installed on the command line.
- Platform
- The platform the build was done for. For the moment .Peek support generating build reports only for MacOS, Linux, Windows, Android and iOS.
- Build Size
The size of the build before it is packaged to be run on the final platform.
Warning
The size reported here and the final size of your build once it is fully packaged for the final platform can differ a lot. For example, the size of the final IPA produced for IOS is far different from the sum of the assets copied to the XCode project before it is compiled.
- Size of Resources
- This is the size of the assets added to Resources folders. It is recommended to keep this size low as it directly impacts the startup time of your game. You can get more information about this in this Unity article.
- Assets Breakdown
- This indicates you the size a category of assets occupies in the build.
Build Settings¶
The build settings panel shows you which settings were used for the platform you were building for. The settings displayed are relevant to the platform. So if a setting is specific to Android, like the target API Level, then it won’t be displayed if the platform targetted was Standalone.

Used and Unused Assets¶
These two panels give you a detailed list of the assets included or not in your build.
Tip
You can click on any asset. If the asset is located in your project Assets folder, the asset will be selected in your project panel.

Assets Information¶
The Total Size on top of the list is the sum of all the assets Imported Size.
- Imported Size
- This is the size of the asset after it was imported in the player. For example, if the asset is a .psd file and is imported under the format ETC 4 bits in the player, then Imported Size will display the size of the later.
- Raw Size
- This is the original size of the asset imported in Unity. This is the size that directly impacts your VCS repository size.
- Percentage
- This is the percentage that represents the Imported Size over the total size of the build you can read on the Overview panel.
Note
Note that you can re-order the assets by clicking on the columns header.
Filtering¶
Simple search¶
You can filter which assets should be listed by entering a value in the search field. .Peek will list all the
assets which path contains all of the word you input. For example, if you enter .png car
, all the asset with a path
containing .png and car will be displayed. The search field is case unsensitive.
Typed search¶
You can also filter the assets by type. You simply need to input t:[asset type]
. This can be used on top of the
simple search, like for example : car t:texture renault
. The values accepted are:
- t:texture
- Displays files with extention : .png, .tga, .psd, .tif, .jpg, .jpeg, .gif, .bmp, .iff, .pict
- t:audio
- Displays files with extention : .mp3, .ogg, .wav, .aiff, .aif, .mod, .it, .s3m, .xm
- t:model
- Displays files with extention : .fbx, .dae, .3ds, .dxf, .obj, .skp, .ma, .mb, .max, .c4d, .blend
- t:plugin
- Displays files with extention : .dll, .jar, .so, .aar, .a
- t:shader
- Displays files with extention : .shader, .cginc
These extensions are based on what is supported in Unity. Don’t hesitate to create a pull request or open an issue on Github if you find out relevant to add an extension here.
Settings¶
The settings page is accessible from the Settings button on the top of .Peek window. Some settings are personal settings,
which means they are saved in the folder [Unity Project]/.wellfired which should be ignored from your VCS. Some settings are team shared and are saved in [Unity Project]/WellFired which should be added to your VCS
repository, they are marked with .
Tip
Note that these settings can be controlled programmatically if you want to enforce .Peek behaviour on different computers (for Continuous Integration for example).

- Auto generate report
- If this option is turned on, .Peek will generate a report at the end of a build. You have the possibility to turn off this option and programmatically ask DotPeek to generate a report. This is a personal setting.
- Automatically open
- When turned on, .Peek window will automatically open at the end of a build and display the new generated report. This is a personal setting.
- Build reports location
This is the location where reports are saved.
- Relative paths are team shared
. Therefore, if you input “../BuildReports” as report location, then all of your team members will have their build reports saved in [Unity Project]/../BuildReports.
- Absolute path are personal, then it will not affect other team members reports location. Note that if you indicate a location inside the Unity project, it will be automatically converted to a relative location.
Tip
Different Unity projects can save their reports in the same folder. Indeed, .Peek will create a subfolder with the GUID it assigned to your Unity project. The GUID is a team shared setting.
- Relative paths are team shared
- Track VCS version
If enable and SVN or GIT is installed on your computer, the version of the commit you are building will appear in the report.
If not all your modification are committed, then -unsync will be added to the version (such as : Commit Id 4baa424-unsync).
Windows users may need to ensure these VCS are installed on the command line. Computers not supporting it will simply display Commit Id unknow no matter this option is enabled or not.
- Activate .Peek logs
- This will activate logs when .Peek is running. This will decrease .Peek performances and should be activated only if necessary to debug an issue you are meeting with .Peek.
Team icon on this page is provided for free by Icons8
Programmatic Control¶
Settings¶
All the settings you can access through .Peek UI are available through code and can be read or overwritten.
To do so :
- Add the required using :
using WellFired.Peek.Application.Unity.Editor;
- Access and modify your .Peek personal options (stored on your computer only, see Settings for more information) :
DotPeek.Storage.PersonalOptions.BuildReportPath = "../DotPeekReports";
DotPeek.Storage.PersonalOptions.AutomaticallyShowReportAfterBuild = false;
- Access and modify your .Peek team-shared options :
DotPeek.Storage.TeamOptions.TrackVCSVersion = false;
- Save your changes to ensure .Peek can access updated settings :
DotPeek.Storage.Save();
Warning
Saving step cannot be ommited. Indeed, it will ensure settings that were modified are written to the disk and are accessible to the whole .Peek application.
Tip
.Peek Storage is thread safe, so the thread you are accessing it from does not matter.
Callbacks Order¶
DotPeek build generation is driven by two callbacks automatically called by Unity when building :
IPreprocessBuild.OnPreprocessBuild which happens just before the build starts.
When it is called, .Peek will start counting the time used to build and get the VCS commit ID of your project. Note that if beforehand some files were not commited, .Peek will add -unsync behind the commit ID.
IPostprocessBuild.OnPostprocessBuild which is called once the build is done.
When it is called, the time elapsed to make the build is saved and the report generated. Note that at that moment, all the files that are in the project, but were not added to the build are considered as unused assets.
Different modules in your project may use these callbacks, and Unity will decide which one to call first based on IPreprocessBuild.callbackOrder and IPostprocessBuild.callbackOrder
.Peek by default try to be called as early as possible and as late as possible, but you can programmatically change this behaviour by :
- Adding the required using :
using WellFired.Peek.Application.Unity.Editor;
- Modifying the callback order :
DotPeek.Storage.TeamOptions.PrebuildCallbackOrder = int.MinValue + 1;
DotPeek.Storage.TeamOptions.PostbuildCallbackOrder = int.MaxValue - 1;
- Saving your changes to ensure .Peek can access updated settings :
DotPeek.Storage.Save();
Manually start .Peek metric counters¶
There is some situations you might not want to rely on the IPreprocessBuild.OnPreprocessBuild.
Indeed, when this Unity callback is called, .Peek will check your VCS status and starts counting how much time your build takes.
If ever your build pipeline is based on a custom script that executes some operations before Unity BuildPipeline.BuildPlayer is called, then when OnPreprocessBuild is called, your VCS may already have some local changes, or your build may already have taken several minutes, which will lead .Peek to display wrong information at the end of the build.
To avoid this situation you can force .Peek to start tracking these information before BuildPipeline.BuildPlayer is called. Here the steps :
- Add the required using :
using WellFired.Peek.Application.Unity.Editor;
- Start .Peek session with the Unity build target you are building for :
DotPeek.StartSession(BuildTarget.Android);
That’s it !
Continuous Integration¶
.Peek was designed to provide a quick feedback to Unity users about the status of their project, but also to be nicely integrated on any Continuous Integration pipeline.
Through the Programmatic Control of DotPeek, you can ensure that your CI run .DotPeek with consistant settings.
Hereunder are more ways of optimizing .Peek usage on a CI machine.
Getting informed when build report is ready¶
For optimized performances, .Peek generate your build report on threads. It means that when you call Unity on the command line, you should not do it with the parameter -quit. This would quit the editor as soon as the Unity editor main thread finished the task it was assigned on the command line.
To allow you to quit unity after the report was generated, .Peek provides you the interface IDotPeekListener. You first need to implement it :
private class DotPeekListener : IDotPeekListener
{
public void DoBuildReportGenerated(string reportAbsolutePath)
{
//do here what you want after the build is generated
}
}
And then to provide this listener to .Peek :
DotPeek.Listener = new DotPeekListener();
Below is a whole functional usage example :
using UnityEditor;
using WellFired.Peek.Application.Unity.Editor;
[InitializeOnLoad]
public static class DotPeekInitializer
{
static DotPeekInitializer()
{
DotPeek.Listener = new DotPeekListener();
}
private class DotPeekListener : IDotPeekListener
{
public void DoBuildReportGenerated(string reportAbsolutePath)
{
//Will quit Unity with error code 0, indicating no error happened.
EditorApplication.Exit(0);
}
}
}
The parameter reportAbsolutePath
is the path to your freshly generated report. It can be useful if you want to send the report
to an other machine for example (website server, NAS, …)
VCS Version¶
If .Peek option is enabled and your project versions are tracked through GIT or SVN, the commid id at build time will be automatically saved with your generated report. This is done through the terminal of your machine.
If for any reason .Peek cannot access the terminal of the machine it is running on, you can provide an implementation of
IVCS
and return to .Peek the value you want :
private interface IVCS { string GetCommitId(); }
This can be useful for example if the access to the commit id can be done only through the parameters passed to Unity through the command line. Here an illustration :
The command being called :
/Applications/Unity/Unity.app/Contents/MacOS/Unity -VCS aa2e32w -batchmode -executeMethod MyEditorScript.PerformBuild
The implementation of the static function being called in Unity :
using UnityEditor; class MyEditorScript { static void PerformBuild () { DotPeek.CustomVCS = new DotPeekVCS(); string[] scenes = { "Assets/MyScene.unity" }; BuildPipeline.BuildPlayer(scenes, ...); } }with
DotPeekVCS
implemented this way :private class DotPeekVCS : IVCS { public string GetCommitId() { var args = Environment.GetCommandLineArgs().ToList(); var optionPosition = args.IndexOf("-VCS"); var vcsCommitId = args[optionPosition + 1]; return vcsCommitId; } }
.Profile API¶
Classes¶
BuildReportHelper¶
Namespace: WellFired.Peek
Description¶
Public Static Methods¶
async Task< BuildReport > | GenerateAndSaveReport ( IBuildReportGenerator buildReportGenerator, IBuildReportStorage reportStorage, string savingPath, string commitId, Stopwatch stopwatch ) |
Breakdown¶
- async Task< BuildReport > GenerateAndSaveReport ( IBuildReportGenerator buildReportGenerator, IBuildReportStorage reportStorage, string savingPath, string commitId, Stopwatch stopwatch )
DotPeekSession¶
Namespace: WellFired.Peek
Implements: WellFired.Peek.Application.IDotPeekSession
Description¶
Public Methods¶
DotPeekSession ( IVCS vcs, IStorage storage, IPlatformTools platformTools, IBuildReportGenerator buildReportGenerator, IBuildReportStorage buildReportStorage, IWindowLauncher windowLauncher ) | |
void | PreProcessBuild ( Platform platform ) |
void | PostProcessScene ( string scenePath ) |
void | PostProcessBuild ( ) |
void | OpenWindow ( ) |
async Task | PostProcessBuildTask ( ) |
Breakdown¶
- IDotPeekSessionListener Listener { get; set; }
- DotPeekSession ( IVCS vcs, IStorage storage, IPlatformTools platformTools, IBuildReportGenerator buildReportGenerator, IBuildReportStorage buildReportStorage, IWindowLauncher windowLauncher )
- void PreProcessBuild ( Platform platform )
- void PostProcessScene ( string scenePath )
- void PostProcessBuild ( )
- void OpenWindow ( )
- async Task PostProcessBuildTask ( )
BuildPostProcessor¶
Namespace: WellFired.Peek.Application.Unity.Editor
Description¶
Properties¶
int | callbackOrder { get; set; } |
Public Methods¶
void | OnPostprocessBuild ( BuildTarget target, string path ) |
Breakdown¶
- int callbackOrder { get; set; }
- void OnPostprocessBuild ( BuildTarget target, string path )
BuildPreProcessor¶
Namespace: WellFired.Peek.Application.Unity.Editor
Description¶
Properties¶
int | callbackOrder { get; set; } |
Public Methods¶
void | OnPreprocessBuild ( BuildTarget target, string path ) |
Breakdown¶
- int callbackOrder { get; set; }
- void OnPreprocessBuild ( BuildTarget target, string path )
OpenDotPeek¶
Namespace: WellFired.Peek.Application.Unity.Editor
Description¶
Breakdown¶
- void Launch ( )
SceneProcessor¶
Namespace: WellFired.Peek.Application.Unity.Editor
Description¶
Public Static Methods¶
void | PostProcessSceneAttribute ( ) |
Breakdown¶
- void PostProcessSceneAttribute ( )
DotPeek¶
Namespace: WellFired.Peek.Application.Unity
Implements: WellFired.Peek.Application.IDotPeekSessionListener
Description¶
This is a public wrapper around .:ref:Peek<namespacewellfired_peek> application. It gives access to different utilities allowing a total control of .:ref:Peek<namespacewellfired_peek>.
Properties¶
IDotPeekListener | Listener { get; set; } |
IVCS | CustomVCS { get; set; } |
Storage | Storage { get; set; } |
public-static-attrib¶
bool | SessionStarted |
IDotPeekSession | CurrentSession |
Public Static Methods¶
void | StartSession ( BuildTarget target ) |
void | EndSession ( ) |
void | OpenWindow ( ) |
Public Methods¶
void | DoBuildReportGenerated ( string reportAbsolutePath ) |
Breakdown¶
IDotPeekListener Listener { get; set; }
Description
Give access to .:ref:Peek<namespacewellfired_peek> callbacks, like when the report is generated and where it is stored for example.
IVCS CustomVCS { get; set; }
Description
Allows to provide a custom commit id to .:ref:Peek<namespacewellfired_peek> when it is generating the build report.
Storage Storage { get; set; }
Description
Allows to read or modify .:ref:Peek<namespacewellfired_peek> settings on the disk.
bool SessionStarted
Description
Returns true if a session was started already.
IDotPeekSession CurrentSession
Description
Returns the current IDotPeekSession.
void StartSession ( BuildTarget target )
Description
Creates a new IDotPeekSession that will receive the different callbacks from the game engine when build is being processed. When a new session is started, then the previous one is not referenced anymore.
void EndSession ( )
Description
Finishes a IDotPeekSession.
void OpenWindow ( )
Description
Open the DotPeek window in Unity.
void DoBuildReportGenerated ( string reportAbsolutePath )
Description
This is called after the build report was generated and saved on the disk.
WindowLauncher¶
Namespace: WellFired.Peek.Application.Unity
Implements: WellFired.Peek.Application.IWindowLauncher
Description¶
Breakdown¶
- void Launch ( string companyName, string applicationName, string applicationTitle )
GIT¶
Namespace: WellFired.Peek.Application.VCS
Implements: WellFired.Peek.Application.VCS.IVCS
Description¶
Public Methods¶
string | GetCommitId ( ) |
Breakdown¶
string GetCommitId ( )
Description
Provide the current commit id.
GITException¶
Namespace: WellFired.Peek.Application.VCS
Description¶
Public Methods¶
GITException ( string command, string error ) |
GITInspector¶
Namespace: WellFired.Peek.Application.VCS
Implements: WellFired.Peek.Application.VCS.IVCSInspector
Description¶
Public Methods¶
bool | IsRepository ( string location ) |
RepositoryInfo | GetRepositoryInfo ( string location ) |
Breakdown¶
bool IsRepository ( string location )
Description
Detect if this IVCSInspector is compatible with the VCS used at the location specified.
Parameters
location
RepositoryInfo GetRepositoryInfo ( string location )
Description
Get information about the state of the repository at the location specified.
Parameters
location
NoVCS¶
Namespace: WellFired.Peek.Application
Implements: WellFired.Peek.Application.VCS.IVCS
Public Methods¶
string | GetCommitId ( ) |
Breakdown¶
string GetCommitId ( )
Description
Provide the current commit id.
OSEnvironment¶
Namespace: WellFired.Peek.Application
Description¶
Public Static Methods¶
string | RunCommand ( string command, string args, out string retErrors ) |
string | RunCommand ( string command, string args, string workingDirectoy, out string retErrors ) |
string | GetWorkingDirectory ( ) |
Breakdown¶
- string RunCommand ( string command, string args, out string retErrors )
- string RunCommand ( string command, string args, string workingDirectoy, out string retErrors )
- string GetWorkingDirectory ( )
RepositoryInfo¶
Namespace: WellFired.Peek.Application
Description¶
Info about the status of a local repository
Breakdown¶
string CommitID
Description
The commit Id checked out.
RepositoryStatus Status
Description
Indicates if the local repository is synchronized with the remote one or not.
SVN¶
Namespace: WellFired.Peek.Application.VCS
Implements: WellFired.Peek.Application.VCS.IVCS
Description¶
Public Methods¶
string | GetCommitId ( ) |
Breakdown¶
string GetCommitId ( )
Description
Provide the current commit id.
SVNException¶
Namespace: WellFired.Peek.Application.VCS
Description¶
Public Methods¶
SVNException ( string command, string error ) |
SVNInspector¶
Namespace: WellFired.Peek.Application.VCS
Implements: WellFired.Peek.Application.VCS.IVCSInspector
Description¶
Public Methods¶
bool | IsRepository ( string location ) |
RepositoryInfo | GetRepositoryInfo ( string location ) |
Breakdown¶
bool IsRepository ( string location )
Description
Detect if this IVCSInspector is compatible with the VCS used at the location specified.
Parameters
location
RepositoryInfo GetRepositoryInfo ( string location )
Description
Get information about the state of the repository at the location specified.
Parameters
location
VCSUtils¶
Namespace: WellFired.Peek.Application
Description¶
Public Static Methods¶
IVCS | GetVCSInUse ( ) |
Constants¶
Namespace: WellFired.Peek
Description¶
Public Properties¶
const string | ApplicationName |
const string | CompanyName |
const string | ApplicationTitle |
const string | BuildReportExtention |
Breakdown¶
- const string ApplicationName
- const string CompanyName
- const string ApplicationTitle
- const string BuildReportExtention
FileExtensions¶
Namespace: WellFired.Peek
Description¶
public-static-attrib¶
readonly string[] | Animation |
readonly string[] | Texture |
readonly string[] | Model |
readonly string[] | Prefab |
readonly string[] | Asset |
readonly string[] | Material |
readonly string[] | Audio |
readonly string[] | Plugin |
readonly string[] | Script |
readonly string[] | Shader |
readonly string[] | Scene |
readonly string[] | Ignored |
Public Static Methods¶
IEnumerable< string > | GetExtensions ( string value ) |
Breakdown¶
- readonly string[] Audio
- readonly string[] Animation
- readonly string[] Model
- readonly string[] Prefab
- readonly string[] Asset
- readonly string[] Material
- readonly string[] Texture
- readonly string[] Plugin
- readonly string[] Script
- readonly string[] Shader
- readonly string[] Scene
- readonly string[] Ignored
- IEnumerable< string > GetExtensions ( string value )
Interfaces¶
Namespaces¶
Enums¶
RepositoryStatus¶
Namespace: WellFired.Peek.Application.VCS
Description¶
Status of the repository
NotSync | The repository contains modifications not pushed to the remote repository. |
SyncToCommit | The checked out version is not the latest one, but files does not contains any modification. |
SyncToHead | The checked out version is the latest one, and files does not contains any modification. |
Category¶
Namespace: WellFired.Peek.Data
Description¶
Undefined |
Textures |
Meshes |
Animations |
Sounds |
Shaders |
OtherAssets |
Levels |
Scripts |
IncludedDLLs |
FileHeaders |
StreamingAssets |
Settings |
IndividualBuildReport |
NoBuildReports |
Overview |
UsedAssets |
UnusedAssets |
BuildSettings |
HasBuildReport |
Android |
IOS |
WindowsStandalone |
WindowsStandalone_64 |
StandaloneOSX |
MacStandalone_x86 |
MacStandalone_x86_64 |
LinuxStandalone |
LinuxStandalone_64 |
LinuxStandaloneUniversal |
VertexCompression¶
Namespace: WellFired.Peek.Model.ProjectSettings
Description¶
Nothing |
Position |
Normal |
Color |
Uv0 |
Uv1 |
Uv2 |
Uv3 |
Tangent |
Everything |
SlowAndSafe |
Fast |
ArMv7 |
Arm64 |
Universal |
IPhone |
IPad |
IPhoneIPad |
Mono |
IL2CPP |
Net2 |
Net2Subset |
Net4_6 |
Net35 |
Net46 |
Metal |
OpenGLES3 |
OpenGLES2 |
Vulkan |
Direct3D_11 |
Direct3D_9 |
Direct3D_12 |
OpenGLCore |
Gamma |
Linear |
Crash |
SilentExit |
Disabled |
StripAssemblies |
StripByteCode |
Internal |
External |
Automatic |
External |
Internal |
FAT |
ARMv7 |
x86 |