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using UnityEngine;using System.Collections;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFrameFlipOnOff: Action { // Declare variables
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return; } #endif RuntimeAnimatorController runtimeAnimatorController = AssetLoader.RetrieveAsset (Animator.runtimeAnimatorController, data.controllerID
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionRename : ActionCheck { public int cons
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Hi. If I understand correctly, PlayerPrefs uses the Xbox API under the hood (According to official Unity support in the Unity Game Core forums). So I think I could just use AC's Save system as is wit…
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using UnityEngine;using System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFlashHotSpots : Action
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionCheckPlayerMove : ActionCheck { public override ActionCategory Category
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using UnityEngine;using AC;[HelpURL("https://www.adventurecreator.org/scripting-guide/class_a_c_1_1_custom_translatable_example.html")]public class TranslatableLookAtParameter : Mono
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifusing HutongGames.PlayMaker;using AC;[System.Serializable]public class ActionBroadcastPlayMakerEvent : AC.Act
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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 System.Collections;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionFindObjectAndToggleComp
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayMaker : Action { public bool isPlayer; public int playerID = -1; public in
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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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You'll need to move it out of there for it to be recognised in builds. Put it right at the very bottom, after the #endif.
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Ah no it's within it (right before the #endif) -- it's at the end though after all the other functions.
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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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(0).phase == TouchPhase.Ended) #endif { Hotspot hotspot = KickStarter.playerInteraction.GetActiveHotspot ();; if (hotspot) { if (InvInsta
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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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(0).phase == TouchPhase.Ended) #endif { Hotspot hotspot = KickStarter.playerInteraction.GetActiveHotspot ();; if (hotspot) { if (InvInsta