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bgtools-playerprefseditor's Issues

[Mac] Wrong character replacement in the path

OS: macOS Monterey Version 12.5 (M1)

The name of our project is: Spirits: Seeds of Dreams. The Storyteller.
EDIT:
The name of the project is The Storyteller..
The company name is: Spirits: Seeds of Dreams..

The generated path replaces the : as a _:
image
But in the actual path the : is replaced as /:
image

This is certainly related to #4 .

Issue when project has "/" in name, on Mac editor

Hello all,

Encountered an edge case on my Mac editor:
When the project has a "/" in the name, something like "Next A/R", the var pathToPrefs in PreferencesEditorWindow.cs becomes "Library/Preferences/unity.<comp.name>.Next A/R.plist" but the actual file on disk is located at "Library/Preferences/unity.<comp.name>.Next A_R.plist". Unity avoids the character by replacing it with "_".

I got around this issue locally by modifying line 73 of PreferencesEditorWindow.cs to read
pathToPrefs = @"Library/Preferences/unity." + PlayerSettings.companyName + "." + PlayerSettings.productName.Replace('/', '_') + ".plist";

I did not check the naming convention on other platforms, but this seems to fix it for Mac OS.

Resizable column layout

What causes me trouble is that I have quite long variable names and for a group of them I use the same beginning, like on this picture. There is not enough space for the ending of the variable names to display, even if I make the window wider. Could you please make the first column resizable?

image

Incorrect cleaning of the name of the keys on Windows

Hi, thanks for your asset, it helps out very often. Yesterday I found a bug that not all keys are shown in the editor. After studying the sources, I found the problem and was able to fix it.

It appears on Windows in this place:
BgTools.PlayerPrefsEditor.WindowsPrefStorage.FetchKeysFromSystem

image

He successfully receives the keys. But then he cleans the names.
cachedData = cachedData.Select((key) => { return key.Substring(0, key.IndexOf("_h")); }).ToArray();

And as you may have noticed in the screenshot, part of the key also falls under this cleaning. From which, in the subsequent code, an incorrect key is processed, which as a result is not displayed in the editor.

Locally I corrected like this:
cachedData = cachedData.Select((key) => { return key.Substring(0, key.LastIndexOf("_h")); }).ToArray();

image

And it works!

Editor not showing under ' window' tab

I just downloaded this package and imported it but it doesnt seem to work for me. It should be present under the window tab if I understand it right but I don't see it.

License not compatible with Unity asset store

Hey I just checked your license file and it is not compliant with the submission rules of the unity asset store, and is effectively annoying for commercial games (and even other free games that might want to use MIT licensing wich was my case)

Here are the rules for reference, the interesing part in our case is the licensing part obviously
https://unity3d.com/fr/asset-store/sell-assets/submission-guidelines

On a little side note, I guess Unity didn't notice since the license file seems to not be included in the unity package, but your license clashes with the default license of the unity asset store so redistributing it like that actually breaks your license too :/ (and also distributing the software without the license file also breaks your license)

I suggest switching out for an MIT licensing or seeking out for an other free license compatible with unity's policy

EditorPrefs support

Hi, would you be interested in adding support for EditorPrefs? I feel it would be a small change given it's essentially the same API as PlayerPrefs.

(Open to submitting a PR if approved)

Version mismatched

Issue

  • GitHub Release v1.0.1
  • package.json 1.0.0

Fix: bump package.json to 1.0.1 then retag v1.0.1

And, you may want to check out this post for managing the release process with CLI.

Wrong characters in detected registry path prevent pref reading

Issue that get Reported on discord.

Original:
`Hello @Dysman, I am using PlayerPrefs Editor on Unity for some months now, this really helps me a lot, I am so thankful for that. Recently I start using it in a 3 year old project with a fancy name, which is "Qual é a Palavra?". This is the Product Name. I see that on Unity it has the path like:

\SOFTWARE\Unity\UnityEditor\Khrysller\Qual é a Palavra?

But on Windows it shows this way:

C:\Users\XXX\AppData\LocalLow\YYY\Qual é a Palavra_

I think because of this I am not able to active the Watch Changes button. I just want to share this specific case and also I tested changing the name to QualEhAPalavra and everything works flawless. `

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