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It should be safe to remove the offending lines, but there will probably be other issues after that. AC uses #if !UNITY_5 in other parts of the code as well, so I guess you'll have to deal with that t
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ShowGUI() needs to be inside a #if UNITY_EDITOR block, as it's only available when running in the editor, not in final builds.
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using Steamworks;#if (SteamManager.Initialized) {SteamUserStats.SetAchievement("ACH_ID");SteamUserStats.StoreStats();}#endif
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void Start () {#if UNITY_EDITOR clicker_countdown = ClickDelay; move_cursor_countdown = MoveCursorDelay; game_window_size = UnityEditor.Handles.GetMainGameViewSize();
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using System.Collections.Generic;#if UNITY_EDITOR
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#if UNITY_STANDALONE || UNITY_EDITOR moveDirectionInput = (moveKeys.y * KickStarter.mainCamera.ForwardVector ()) + (moveKeys.x * KickStarter.mainCamera.RightVector ());#elif
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The ShowGUI() function requires UnityEditor's namespace, but the Action class itself cannot live in an Editor folder - meaning any reference to UnityEditor and it's API must live inside #if UNITY_EDIT
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#if UNITY_EDITOR shouldShowCursor = true;#endif
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1. line 80 needs to be #if UNITY_ANDROID && !UNITY_EDITOR && OUYAIsPresent
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Awake () { #if UNITY_WEBPLAYER string jsarray = "["; foreach (string domain in domains) { jsarray += "'"+domain+"',"; } jsarray += &