# Load sequence unique keys from file # # Format of file is lines of: # ... # e.g. # set *.GameObject.m_Component *.fileID # Meaning * matches all fileIDs, the matching GameObjects of those and look at the # m_Components sequence. # The unique key for an item in that sequence is the fileID of any objects in there. # # This would match the YAML: # 1: # GameObject: # m_Component: [ { 1: { fileID: 32 } }, { 5: { fileID: 88 }} ] # # And use 32 and 88 as unique keys for the item in the m_Components sequence # # The lines themselves need to be in [arrays] or [exclusions] sections: # # Arrays: # - indicates that a specified path is to be treated as an array; either as a # "set" with a key value, or as "plain" array without key values. Default # for all arrays is to do a hybrid and try to match with some known heuristics. # - is one of "set" or "plain". # # Exclusions: # - "exclude" indicates which paths should not be attempted to merge; if both sides # have modified it then it is to be treated as a conflict. # - is one of "include", "exclude", "includeIfContains", "excludeIfContains". # # Comparisons: # - "float" # OR # - "float" # OR # - "float" (<-- This sets epsilon to a default value) # - Comparison values should be between float epsilon (~0.00000011921) and 1.0 # - Example: # [comparisons] # float *.Transform.m_LocalPosition.x 0.0000005 # float *.Transform.m_LocalPosition.y 0.0000005 # float *.Transform.m_LocalPosition.z 0.0000005 # float *.Transform.m_LocalRotation.x 0.00005 0.001 # float *.Transform.m_LocalRotation.y # float *.Transform.m_LocalRotation.z 0.00005 0.001 # float *.Transform.m_LocalRotation.w # # Premerge: # - Can configure the premerge base file to show blank values (as per legacy mode) # - Example: # [premerge] # legacyBlankPremergeBase [arrays] set *.GameObject.m_Component *.fileID set *.Prefab.m_Modification.m_Modifications target.fileID target.guid propertyPath plain *.MeshRenderer.m_Materials plain *.Renderer.m_Materials # Matched in order [exclusions] exclude *.MeshRenderer.m_Materials.* exclude *.SpriteRenderer.m_Materials exclude *.SpriteRenderer.m_Color include *.ParticleSystem.InitialModule exclude *.ParticleSystem.* exclude *.ParticleSystem.InitialModule.* #excludeDepend *.MonoBehaviour m_Script ^m_ excludeIfContains *.MonoBehaviour.* x y z excludeIfContains *.MonoBehaviour.* r g b