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using System.Globalization;using System.Threading;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endif#if UNITY_EDITOR[InitializeOnLoad]public static class FixCultureEditor{ static FixCulture
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using UnityEngine; using System.Collections.Generic; #if UNITY_EDITOR using UnityEditor; #endif namespace AC { [System.Serializable] public class ActionBrightnessOption
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeMainCursor : Acti
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Did you add the code snippet outside of the #if UNITY_EDITOR directive?
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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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} void Update () { #if UNITY_EDITOR if (Input.GetMouseButtonUp (0)) #else if (Input.touchCount == 1 && Input.GetTouch (0).phase == TouchPhase.Ended)
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp
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using UnityEngine;using AC;public class TapUpInteract : MonoBehaviour{ void Update () { #if UNITY_EDITOR if (Input.GetMouseButtonUp (0)) #else if (Input.touchCount ==
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myScriptableObject.GetTranslationID (index); #if UNITY_EDITOR public void UpdateTranslatableString (int index, string updatedText) { myScriptableObject.UpdateTranslatableString (index
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using UnityEngine;using System.Collections.Generic;using AC;using UnityEngine.UI;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{[System.Serializable]public class ActionShiftEmail1Down: Action{
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} } #if UNITY_EDITOR override public void ShowGUI() { enableCursorOptions = EditorGUILayout.Toggle("Enable Cursor Options", enableCursorOptions); em
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using UnityEngine;using AC;public class AutoAddConversationIconsEditorTool : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; public string testName; public Actio
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[ContextMenu("Populate")] public void Populate() { foreach (Texture2D icon in icons) { ButtonDialog newOption = new ButtonDialog(conversation.GetIDArra
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using UnityEngine;using AC;public class AutoAddConversationIcons : MonoBehaviour{ public Conversation conversation; public Texture2D[] icons; [ContextMenu ("Populate")] p
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing Epic.OnlineServices;using Epic.OnlineServices.Achievements;using Epic.OnlineServices.Ecom;using Epic.On
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using System.Collections.Generic;using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckConversationOptions : ActionCheck {
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2); return 0f; } #if UNITY_EDITOR override public void ShowGUI () { // Widget to select the scene game object that holds the emitter eventPath = EditorGUILayout.TextF
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action { public float
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I'm trying to learn how custom script actions work, but I ran into a problem. Here I have a script that I put together, but it won't show the parameters in the Action List at all. Also, the title in …