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path validation when creating new volume profile #6

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Original file line number Diff line number Diff line change
Expand Up @@ -56,12 +56,22 @@ public static VolumeProfile CreateVolumeProfile(Scene scene, string targetName)
{
var scenePath = Path.GetDirectoryName(scene.path);
var extPath = scene.name;
var profilePath = scenePath + "/" + extPath;
var profilePath = scenePath + Path.DirectorySeparatorChar + extPath;

if (!AssetDatabase.IsValidFolder(profilePath))
AssetDatabase.CreateFolder(scenePath, extPath);
{
var directories = profilePath.Split(Path.DirectorySeparatorChar);
string rootPath = "";
foreach (var directory in directories)
{
var newPath = rootPath + directory;
if (!AssetDatabase.IsValidFolder(newPath))
AssetDatabase.CreateFolder(rootPath.TrimEnd(Path.DirectorySeparatorChar), directory);
rootPath = newPath + Path.DirectorySeparatorChar;
}
}

path = profilePath + "/";
path = profilePath + Path.DirectorySeparatorChar;
}

path += targetName + " Profile.asset";
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -498,6 +498,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering.
- Fixed shadow cascade tooltip when using the metric mode (case 1229232)
- Focus on Decal uses the extends of the projectors
- Fixed path validation when creating new volume profile (case 1229933)

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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