I whipped up this Automator action to install a "universal"?? .gitignore file into whatever folder you need. This is usually the projects root folder.
I will LINK to this excellent write-up about how to configure Unity for git.
Here's the v0.1 DOWNLOAD.
:)
Friday, April 17, 2015
Wednesday, April 1, 2015
Rename SpriteBuilder Project
So, unless it's easy to rename an existing (like for example a nice game starter package); it will be pretty un-helpful to publish said examples.
So... off I went to discover the steps involved in the renaming process and it boiled down to TWO major steps.
STEP ONE:
1: Copy and rename the .spritebuilder file (bundle).
2: Once duplicated, rename it - make sure you conform to the standard SpriteBuilder limitations (USE NO SPACES).
4: Double-click the Xcode project to open Xcode and proceed to STEP TWO.
In our example we are going to rename "StarterGame.spritebuilder" to "AwesomeProject.spritebuilder".
STEP TWO:
1: Once open in Xcode, perform a normal rename via the "Name" field in the right column.
Afterwards I usually close and exit Xcode then open the new project in SpriteBuilder, publish and use the shortcut to open Xcode.
Enjoy
:)
So... off I went to discover the steps involved in the renaming process and it boiled down to TWO major steps.
STEP ONE:
1: Copy and rename the .spritebuilder file (bundle).
2: Once duplicated, rename it - make sure you conform to the standard SpriteBuilder limitations (USE NO SPACES).
3: Right-click and choose "Show Package Contents" to open the bundle folder. Just rename the .ccbproj file.
4: Double-click the Xcode project to open Xcode and proceed to STEP TWO.
In our example we are going to rename "StarterGame.spritebuilder" to "AwesomeProject.spritebuilder".
STEP TWO:
1: Once open in Xcode, perform a normal rename via the "Name" field in the right column.
Afterwards I usually close and exit Xcode then open the new project in SpriteBuilder, publish and use the shortcut to open Xcode.
Enjoy
:)
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