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Getting lots of different namespace errors as whenever i open the same project!

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I don't know what to do. Everytime i open the project , i get different namespace errors. each time its different. Sometimes, waterbase error and now UnityEditor.Build error even though the it is present in the namespace. I am sick of this. There just seems to be no way to fix this. :( i have to complete my project. due date is coming up. . using System; #if UNITY_EDITOR using UnityEditor; using UnityEditor.Build; #endif using UnityEngine; namespace UnityStandardAssets.CrossPlatformInput { [ExecuteInEditMode] public class MobileControlRig : MonoBehaviour #if UNITY_EDITOR , UnityEditor.Build.IActiveBuildTargetChanged #endif { // this script enables or disables the child objects of a control rig // depending on whether the USE_MOBILE_INPUT define is declared. // This define is set or unset by a menu item that is included with // the Cross Platform Input package. #if !UNITY_EDITOR void OnEnable() { CheckEnableControlRig(); } #else public int callbackOrder { get { return 1; } } #endif private void Start() { #if UNITY_EDITOR if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play #endif { UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType(); if (system == null) {//the scene have no event system, spawn one GameObject o = new GameObject("EventSystem"); o.AddComponent(); o.AddComponent(); } } } #if UNITY_EDITOR private void OnEnable() { EditorApplication.update += Update; } private void OnDisable() { EditorApplication.update -= Update; } private void Update() { CheckEnableControlRig(); } #endif private void CheckEnableControlRig() { #if MOBILE_INPUT EnableControlRig(true); #else EnableControlRig(false); #endif } private void EnableControlRig(bool enabled) { foreach (Transform t in transform) { t.gameObject.SetActive(enabled); } } #if UNITY_EDITOR public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { CheckEnableControlRig(); } #endif } }

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