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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPathType : Action { public int constan
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} else {#if UNITY_PS4 Sony.PS4.Input.PS4Input.OpenOnScreenKeyboard(0, Sony.PS4.Input.PS4Input.OnScreenKeyboardType.Default, "");#elif
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSetInvAppearType : Action { public override ActionCategory Category { g
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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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loadedData = true; if (!string.IsNullOrEmpty (data.controllerID) && Animator && saveController) { #if AddressableIsPresent if (true)
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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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index) { return parameterLineID; }#if UNITY_EDITOR public void UpdateTranslatableString(int index, string updatedText) { parameterText = updatedText; } public int GetN
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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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it lacked this line: in #If Unity Editor, being PlayMakerIsPresent etc.
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UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPlayMaker : Action { public bool isPlayer;
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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