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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetWaitCursor : Action { public override ActionCategory Category { get
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHotspotOneClick : Action { // Declare
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SO, I have a custom action script that changes Default Portrait Graphics, and expressions, however, it only changes the expression Index and not the Default Portrait Graphic - any ideas?
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#if !UNITY_EDITORif (animEngine == null)#endif
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AC's Editor scripts are now wrapped around "#if UNITY_EDITOR" checks, meaning it's now possible to rely on a single .asmdef file for the whole AC package. Add the "AC&q
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#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
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The type or namespace name 'VideoPlayerData' could not be found (are you missing a using directive or an assembly reference?) is the error I get. I don't use the video player as for now, thus I cannot
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#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
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#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ArrayTestExample : Action { public string[]
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{ Run(); } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { parameterID = Act
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I see. I implemented my own subclass to specify a new path (without the #if !SAVE_IN_PLAYERPREFS line) which seems to be working fine (I made the SaveFileHandler_SystemFile.GetSaveDirectory virtual).
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using UnityEngine; using System.Collections.Generic; using Opsive.UltimateCharacterController.Inventory; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.S
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionInventoryTexture : Action { public int
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() { Run (); } #if UNITY_EDITOR public override void ShowGUI () { renderer = (Renderer) UnityEditor.EditorGUILayout.ObjectField ("Re
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using UnityEngine;using System.Collections.Generic;using Aura2API;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionApplyResolution : Action {
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public bool isPlayer;public Char character;public int expressionID;override public float Run (){ if (character) { character.SetExpression (expressionID); } return 0f;}#if UNITY_EDIT
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCharAudio : Action { public int charToMoveID = 0; public Char ch
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayerWeight : Action { public int layerIndex; public float newW
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using UnityEngine;using System.Collections.Generic;using RootMotion.Dynamics;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTeleportPM : Action