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Confirm that it was downloaded by pressing [...] button (it should open Scripts/ folder next to unitylauncherpro.exe) and that folder should contain "InitializeProject.cs" file
Enable [x] Use Init script, by checking that box
Now create new test project from Projects or Editors tab
Once Unity editor launches, it should display this init script window: *I have added Hot Reload here manually as commonly used package
You can assign your new local InitializeProject.cs location in that field or add online hosted script URL (and press Fetch to download it)
NOTE: if you use your own scripts, make sure the NameSpace is "UnityLauncherProTools", Class is "InitializeProject", and Method is "Init"
You can assign your commonly used .unitypackages in the Init Script window (Click Select Assets). These values are saved into EditorPrefs
EXAMPLE SCRIPT (creates initial folders for new project)
usingSystem.Collections;usingSystem.Collections.Generic;usingSystem.IO;usingUnityEditor;usingUnityEngine;namespaceUnityLauncherProTools{publicclassInitializeProject{// settingsstaticstring[]folders=newstring[]{"Fonts","Materials","Models","Prefabs","Scenes","Scripts","Shaders","Sounds","Textures"};staticstringassetsFolder;[MenuItem("Tools/Initialize Project")]publicstaticvoidInit(){assetsFolder=Application.dataPath;CreateFolders();// TODO adjust project settings, linear, company name// TODO remove extra packages// TODO setup light settings// TODO adjust mainscene: camera pos, skybox off?// TODO save mainscene// TODO add mainscene to build scenes list// TODO adjust quality settings (but only in mobile?)// TODO self destruct this editor script file?// refresh folderAssetDatabase.Refresh();}staticvoidCreateFolders(){// create each folder if it doesnt existsforeach(stringfolderinfolders){if(!Directory.Exists(assetsFolder+"/"+folder)){Directory.CreateDirectory(assetsFolder+"/"+folder);}}}}}