この記事は2017年10月20日にqiitaに投稿した内容です。
環境
Unity2017.1.1p3
概要
persistentDataPathやCacheのパスを忘れてしまうのでメニューから開けるようにしました。 それだけです。
プログラム
Assets/Editor/ShowInExplorer.cs
using UnityEditor;
using UnityEngine;
public class ShowInExplorer
{
[MenuItem( "Tools/ShowInExplorer/PersistentDataPath" )]
private static void OpenPersistentDataPath()
{
var path = Application.persistentDataPath;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/DataPath" )]
private static void OpenDataPath()
{
var path = Application.dataPath;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/TemporaryCachePath" )]
private static void OpenTemporaryCachePath()
{
var path = Application.temporaryCachePath;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/DefaultCachePath" )]
private static void OpenDefaultCachePath()
{
var path = Caching.defaultCache.path;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/StreamingAssetsPath" )]
private static void OpenStreamingAssetsPath()
{
var path = Application.streamingAssetsPath;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/ApplicationPath" )]
private static void OpenApplicationPath()
{
var path = EditorApplication.applicationPath;
RevealInFinder( path );
}
[MenuItem( "Tools/ShowInExplorer/ApplicationContentsPath" )]
private static void OpenApplicationContentsPath()
{
var path = EditorApplication.applicationContentsPath;
RevealInFinder( path );
}
private static void RevealInFinder( string path )
{
Debug.Log( "ShowInExplorer:" + path );
EditorUtility.RevealInFinder( path );
}
}