├── pngquant-windows.cmd
├── C#-Unity
├── ProjectSettings
│ ├── ProjectVersion.txt
│ ├── ClusterInputManager.asset
│ ├── NetworkManager.asset
│ ├── EditorBuildSettings.asset
│ ├── TimeManager.asset
│ ├── AudioManager.asset
│ ├── EditorSettings.asset
│ ├── TagManager.asset
│ ├── DynamicsManager.asset
│ ├── UnityConnectSettings.asset
│ ├── NavMeshAreas.asset
│ ├── Physics2DSettings.asset
│ ├── GraphicsSettings.asset
│ ├── QualitySettings.asset
│ ├── InputManager.asset
│ └── ProjectSettings.asset
└── Assets
│ ├── Scene.unity.meta
│ ├── Script.cs.meta
│ ├── Script.cs
│ └── Scene.unity
├── pngquant
├── .gitignore
├── pngquant.exe
├── AS3-AIR
├── NativeProcess.fla
├── NativeProcess-app.xml
└── Main.as
├── png-to-compress
└── Ducati_side_shadow.png
├── pngquant-osx
└── README.md
/pngquant-windows.cmd:
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1 | cd %~dp0
2 | pngquant -f --ext .png "%~1"/*.png
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/C#-Unity/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 5.5.0f3
2 |
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/pngquant:
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https://raw.githubusercontent.com/DaVikingCode/PngQuantNativeProcess/HEAD/pngquant
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/.gitignore:
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1 | *.swf
2 | *.csproj
3 | *.sln
4 | *.userprefs
5 | C#-Unity/Library/
6 | C#-Unity/Temp/
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/pngquant.exe:
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https://raw.githubusercontent.com/DaVikingCode/PngQuantNativeProcess/HEAD/pngquant.exe
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/AS3-AIR/NativeProcess.fla:
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https://raw.githubusercontent.com/DaVikingCode/PngQuantNativeProcess/HEAD/AS3-AIR/NativeProcess.fla
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/png-to-compress/Ducati_side_shadow.png:
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https://raw.githubusercontent.com/DaVikingCode/PngQuantNativeProcess/HEAD/png-to-compress/Ducati_side_shadow.png
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/pngquant-osx:
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1 | #!/bin/sh
2 | #!/usr/bin/env bash
3 | #$ -N $2
4 |
5 | DIR="$( cd "$( dirname "$0" )" && pwd )"
6 |
7 | (cd "$DIR" && ./pngquant -f --ext .png "$1"/*.png)
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/C#-Unity/ProjectSettings/ClusterInputManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!236 &1
4 | ClusterInputManager:
5 | m_ObjectHideFlags: 0
6 | m_Inputs: []
7 |
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/C#-Unity/ProjectSettings/NetworkManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!149 &1
4 | NetworkManager:
5 | m_ObjectHideFlags: 0
6 | m_DebugLevel: 0
7 | m_Sendrate: 15
8 | m_AssetToPrefab: {}
9 |
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/C#-Unity/Assets/Scene.unity.meta:
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3 | timeCreated: 1485348493
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/C#-Unity/ProjectSettings/EditorBuildSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!1045 &1
4 | EditorBuildSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Scenes:
8 | - enabled: 1
9 | path: Assets/Scene.unity
10 |
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/C#-Unity/ProjectSettings/TimeManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
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4 | TimeManager:
5 | m_ObjectHideFlags: 0
6 | Fixed Timestep: 0.02
7 | Maximum Allowed Timestep: 0.33333334
8 | m_TimeScale: 1
9 | Maximum Particle Timestep: 0.03
10 |
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/C#-Unity/ProjectSettings/AudioManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!11 &1
4 | AudioManager:
5 | m_ObjectHideFlags: 0
6 | m_Volume: 1
7 | Rolloff Scale: 1
8 | Doppler Factor: 1
9 | Default Speaker Mode: 2
10 | m_SampleRate: 0
11 | m_DSPBufferSize: 0
12 | m_VirtualVoiceCount: 512
13 | m_RealVoiceCount: 32
14 | m_SpatializerPlugin:
15 | m_DisableAudio: 0
16 | m_VirtualizeEffects: 1
17 |
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/C#-Unity/ProjectSettings/EditorSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!159 &1
4 | EditorSettings:
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6 | serializedVersion: 3
7 | m_ExternalVersionControlSupport: Visible Meta Files
8 | m_SerializationMode: 2
9 | m_DefaultBehaviorMode: 0
10 | m_SpritePackerMode: 2
11 | m_SpritePackerPaddingPower: 1
12 | m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd
13 | m_ProjectGenerationRootNamespace:
14 | m_UserGeneratedProjectSuffix:
15 |
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/C#-Unity/ProjectSettings/TagManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!78 &1
4 | TagManager:
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6 | tags: []
7 | layers:
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9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
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35 | -
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39 | -
40 | m_SortingLayers:
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42 | uniqueID: 0
43 | locked: 0
44 |
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/C#-Unity/ProjectSettings/DynamicsManager.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!55 &1
4 | PhysicsManager:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 3
7 | m_Gravity: {x: 0, y: -9.81, z: 0}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_BounceThreshold: 2
10 | m_SleepThreshold: 0.005
11 | m_DefaultContactOffset: 0.01
12 | m_DefaultSolverIterations: 6
13 | m_DefaultSolverVelocityIterations: 1
14 | m_QueriesHitBackfaces: 0
15 | m_QueriesHitTriggers: 1
16 | m_EnableAdaptiveForce: 0
17 | m_EnablePCM: 1
18 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
19 |
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/C#-Unity/ProjectSettings/UnityConnectSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!310 &1
4 | UnityConnectSettings:
5 | m_ObjectHideFlags: 0
6 | m_Enabled: 0
7 | m_TestMode: 0
8 | m_TestEventUrl:
9 | m_TestConfigUrl:
10 | CrashReportingSettings:
11 | m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes
12 | m_Enabled: 0
13 | m_CaptureEditorExceptions: 1
14 | UnityPurchasingSettings:
15 | m_Enabled: 0
16 | m_TestMode: 0
17 | UnityAnalyticsSettings:
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19 | m_InitializeOnStartup: 1
20 | m_TestMode: 0
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25 | m_InitializeOnStartup: 1
26 | m_TestMode: 0
27 | m_EnabledPlatforms: 4294967295
28 | m_IosGameId:
29 | m_AndroidGameId:
30 |
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/README.md:
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1 | # PngQuantNativeProcess
2 |
3 | [pngquant](https://pngquant.org/) is a command-line utility and a library for lossy compression of PNG images. The conversion reduces file sizes significantly (often as much as 70%) and preserves full alpha transparency.
4 |
5 | With this repository, we offer examples running pngquant as a native process from C#, Unity and Adobe AIR.
6 |
7 | This repository comes with two command lines script:
8 | - `pngquant-windows.cmd` a batch file for Windows OS executing `pngquant.exe`.
9 | - `pngquant-osx` a shell script for Mac OS X executing `pngquant`.
10 |
11 | To start pngquant process, you've to execute the correct command line script (corresponding to your OS) and give as argument the path to the folder where the current pngs will be compressed and **overwrote**. Have a look on the *examples*.
12 |
13 | Don't forget to ship pngquant and the command lines script with your application:
14 | - with Adobe AIR, put them in the *Package Contents*.
15 | - with Unity, add them inside the *StreamingAssets* folder.
16 |
17 | *Warning: Unity API Compatibility Level must be .NET 2.0 **without Subset**, otherwise Process events won't work in final build!*
18 |
--------------------------------------------------------------------------------
/C#-Unity/Assets/Script.cs:
--------------------------------------------------------------------------------
1 | using System;
2 | using UnityEngine;
3 |
4 | public class Script : MonoBehaviour {
5 |
6 | void Start () {
7 |
8 | System.Diagnostics.Process process = new System.Diagnostics.Process();
9 |
10 | process.EnableRaisingEvents = true;
11 | process.Exited += (sender, e) => { Debug.Log("process completed"); };
12 |
13 | string exec = "";
14 | if (Application.platform == RuntimePlatform.WindowsEditor || Application.platform == RuntimePlatform.WindowsPlayer)
15 | exec = "pngquant-windows.cmd";
16 | else if (Application.platform == RuntimePlatform.OSXEditor || Application.platform == RuntimePlatform.OSXPlayer)
17 | exec = "pngquant-osx";
18 | else
19 | throw new Exception("Platform not supported");
20 |
21 | process.StartInfo.FileName = Application.dataPath + "/../../" + exec;
22 | process.StartInfo.Arguments = Application.dataPath + "/../../png-to-compress";
23 |
24 | // if your path have blank spaces use:
25 | //process.StartInfo.Arguments = "\"" + Application.dataPath + "/../../png compress\"";
26 |
27 | process.StartInfo.CreateNoWindow = true;
28 | process.StartInfo.UseShellExecute = false;
29 |
30 | process.Start();
31 | }
32 | }
--------------------------------------------------------------------------------
/C#-Unity/ProjectSettings/NavMeshAreas.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!126 &1
4 | NavMeshProjectSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | areas:
8 | - name: Walkable
9 | cost: 1
10 | - name: Not Walkable
11 | cost: 1
12 | - name: Jump
13 | cost: 2
14 | - name:
15 | cost: 1
16 | - name:
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72 |
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/C#-Unity/ProjectSettings/Physics2DSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 2
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_MinPenetrationForPenalty: 0.01
17 | m_BaumgarteScale: 0.2
18 | m_BaumgarteTimeOfImpactScale: 0.75
19 | m_TimeToSleep: 0.5
20 | m_LinearSleepTolerance: 0.01
21 | m_AngularSleepTolerance: 2
22 | m_QueriesHitTriggers: 1
23 | m_QueriesStartInColliders: 1
24 | m_ChangeStopsCallbacks: 0
25 | m_AlwaysShowColliders: 0
26 | m_ShowColliderSleep: 1
27 | m_ShowColliderContacts: 0
28 | m_ShowColliderAABB: 0
29 | m_ContactArrowScale: 0.2
30 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
31 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
32 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
33 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
34 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
35 |
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/AS3-AIR/NativeProcess-app.xml:
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1 |
2 |
3 | NativeProcess
4 | 1.0
5 | NativeProcess
6 |
7 |
14 | NativeProcess
15 |
22 |
23 |
24 | NativeProcess.swf
25 | standard
26 | false
27 | true
28 | false
29 | false
30 | portrait
31 | auto
32 |
33 | false
34 | false
35 |
36 | extendedDesktop
37 |
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/C#-Unity/ProjectSettings/GraphicsSettings.asset:
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1 | %YAML 1.1
2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!30 &1
4 | GraphicsSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 9
7 | m_Deferred:
8 | m_Mode: 1
9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0}
10 | m_DeferredReflections:
11 | m_Mode: 1
12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0}
13 | m_ScreenSpaceShadows:
14 | m_Mode: 1
15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0}
16 | m_LegacyDeferred:
17 | m_Mode: 1
18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0}
19 | m_DepthNormals:
20 | m_Mode: 1
21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0}
22 | m_MotionVectors:
23 | m_Mode: 1
24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0}
25 | m_LightHalo:
26 | m_Mode: 1
27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0}
28 | m_LensFlare:
29 | m_Mode: 1
30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0}
31 | m_AlwaysIncludedShaders:
32 | - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0}
33 | - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0}
34 | - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0}
35 | - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0}
36 | - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0}
37 | - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0}
38 | - {fileID: 10782, guid: 0000000000000000f000000000000000, type: 0}
39 | m_PreloadedShaders: []
40 | m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000,
41 | type: 0}
42 | m_TierSettings_Tier1:
43 | renderingPath: 1
44 | useCascadedShadowMaps: 1
45 | m_TierSettings_Tier2:
46 | renderingPath: 1
47 | useCascadedShadowMaps: 1
48 | m_TierSettings_Tier3:
49 | renderingPath: 1
50 | useCascadedShadowMaps: 1
51 | m_DefaultRenderingPath: 1
52 | m_DefaultMobileRenderingPath: 1
53 | m_TierSettings: []
54 | m_LightmapStripping: 0
55 | m_FogStripping: 0
56 | m_LightmapKeepPlain: 1
57 | m_LightmapKeepDirCombined: 1
58 | m_LightmapKeepDirSeparate: 1
59 | m_LightmapKeepDynamicPlain: 1
60 | m_LightmapKeepDynamicDirCombined: 1
61 | m_LightmapKeepDynamicDirSeparate: 1
62 | m_FogKeepLinear: 1
63 | m_FogKeepExp: 1
64 | m_FogKeepExp2: 1
65 |
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/AS3-AIR/Main.as:
--------------------------------------------------------------------------------
1 | package {
2 |
3 | import flash.desktop.NativeProcess;
4 | import flash.desktop.NativeProcessStartupInfo;
5 | import flash.display.Sprite;
6 | import flash.events.IOErrorEvent;
7 | import flash.events.NativeProcessExitEvent;
8 | import flash.events.ProgressEvent;
9 | import flash.filesystem.File;
10 | import flash.system.Capabilities;
11 |
12 | public class Main extends Sprite {
13 |
14 | private var process:NativeProcess = new NativeProcess();
15 |
16 | public function Main() {
17 |
18 | var startupInfo:NativeProcessStartupInfo = new NativeProcessStartupInfo();
19 | var file:File = File.applicationDirectory;
20 |
21 | var exec:String = "";
22 | if (Capabilities.os.indexOf("Windows") >= 0)
23 | exec = "pngquant-windows.cmd";
24 | else if (Capabilities.os.indexOf("Mac") >= 0)
25 | exec = "pngquant-osx";
26 | else
27 | throw new Error("doesn't work on " + Capabilities.os + " operating system");
28 |
29 | file.nativePath = file.nativePath + "/../" + exec;
30 | startupInfo.executable = file;
31 |
32 | var processArgs:Vector. = new Vector.();
33 | processArgs[0] = File.applicationDirectory.nativePath + "/../png-to-compress";
34 | startupInfo.arguments = processArgs;
35 |
36 | process.start(startupInfo);
37 |
38 | // if your path have blank spaces, can't success to make it working with Windows. See:
39 | // https://forums.adobe.com/thread/861303
40 | // http://stackoverflow.com/questions/6228515/adobe-air-nativeprocess-fails-with-spaces-in-arguments
41 |
42 | process.addEventListener(ProgressEvent.STANDARD_OUTPUT_DATA, onOutputData);
43 | process.addEventListener(ProgressEvent.STANDARD_ERROR_DATA, onErrorData);
44 | process.addEventListener(NativeProcessExitEvent.EXIT, onExit);
45 | process.addEventListener(IOErrorEvent.STANDARD_OUTPUT_IO_ERROR, onIOError);
46 | process.addEventListener(IOErrorEvent.STANDARD_ERROR_IO_ERROR, onIOError);
47 | }
48 |
49 | private function onOutputData(event:ProgressEvent):void {
50 | trace("Got: ", process.standardOutput.readUTFBytes(process.standardOutput.bytesAvailable));
51 | }
52 |
53 | private function onErrorData(event:ProgressEvent):void {
54 | trace("ERROR -", process.standardError.readUTFBytes(process.standardError.bytesAvailable));
55 | }
56 |
57 | private function onExit(event:NativeProcessExitEvent):void {
58 | trace("Process exited with ", event.exitCode);
59 | }
60 |
61 | private function onIOError(event:IOErrorEvent):void {
62 | trace(event.toString());
63 | }
64 | }
65 | }
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8 | m_QualitySettings:
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