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Ah, that was a typo. Should have been #if !UNITY_EDITOR, since the Input.touch code should be ignored when running in the Editor.
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It works with all #if UNITY_EDITOR, #endif lines removed from both code snippets.
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HotspotDetection.MouseOver) { #if UNITY_EDITOR if (KickStarter.settingsManager.inputMethod == InputMethod.TouchScreen) { if (Input.touchCount &a
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using UnityEngine;using UnityEngine.Video;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionVideoScrub : Action { public VideoPlayer videoP
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OnValidate could potentially fire more often than an awake. The best I could come up with, was passing a reference of actionlist to the action that it belongs to. This reference if serialized should b
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionDocWait : Action { public ActionDocWait () { this.isD
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Color color = crossfadeTexture.GetPixel(x, y);#if UNITY_EDITOR_OSX || UNITY_STANDALONE_OSX crossfadeTexture.SetPixel (x, y, color.gamma);#else
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Opsive.UltimateCharacterController.Inventory;namespace AC{ [System.Serializable] public class ActionPickUp : Action { [S
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*/ Run (); } #if UNITY_EDITOR override public void ShowGUI () { // Action-specific Inspector GUI code here spawnPoint = (GameOb
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionParamPopUp : ActionCheckMultiple { pub
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionMenuButtonSimulate : Ac
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetLipSyncMode : Action { public LipSyncOutput lipSyncOutput; pu
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetLipSyncMode : Action { public LipSyncOutput lipSyncOutput; pu
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See the Manual's "Custom save formats and handling" chapter - you can duplicate this class and assign it as the game's file handler class, and use it to place files wherever you like
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeMenuButtonIcon : Action { // Declare var
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public class ActionSpeechMenu : ActionSpeech { private st
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public class ActionSpeechCount : ActionSpeech { public Ac
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;using System.Collections.Generic;#endif
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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionAutoInputMethod : Action { // Declare variable