-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Steamworks;namespace AC{ [System.Serializable] public class ActionCheckDLC : ActionCheck { public override ActionCategor
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeExpressionsAction : Action { public override ActionCategory Category {
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeExpressionsAction : Action { public override ActionCategory Category {
-
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ChangeExpressionsAction : Action { public
-
using UnityEngine; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionSetWaitCursor : Action
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ChangeExpressionsAction : Action { public override ActionCategory Category {
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetWaitCursor : Action { public override ActionCategory Category { get
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionHotspotOneClick : Action { // Declare
-
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?
-
#if !UNITY_EDITORif (animEngine == null)#endif
-
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
-
#if UNITY_WEBPLAYER || UNITY_WINRT || UNITY_WII || UNITY_PS4 || UNITY_WSA || UNITY_WEBGL#define SAVE_IN_PLAYERPREFS#endif
-
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
-
#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
-
#if !UNITY_SWITCH#define ALLOW_VIDEO#endif
-
using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ArrayTestExample : Action { public string[]
-
{ Run(); } #if UNITY_EDITOR public override void ShowGUI(List<ActionParameter> parameters) { parameterID = Act
-
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).
-
using UnityEngine; using System.Collections.Generic; using Opsive.UltimateCharacterController.Inventory; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.S
-
using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionInventoryTexture : Action { public int