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= Input.GetTouch (0).position; #endif Ray ray = Camera.main.ScreenPointToRay (position); RaycastHit2D hit = UnityVersionHandler.Perform2DRaycast ( Kick
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeLanguage : Action { // Declare p
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionTagSet : Action { public GameObject ob
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To fix it, move the #endif line underneath the function so that it's just above the function instead.
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using UnityEngine;using Naninovel;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ public enum VarType { Integer, Float, String }; public enum SetMethod { SetValue, Variable }; public en
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ACVariableName); } } #endif private async void RunAsync () { if (string.IsNullOrWhiteSpace(variableName)) { Debug.LogError("Can't set Naninovel varia
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionTemplate : Action { public GameObject
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionChangeFontColor : Action { // Declare variables here public stri
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class CompVarToParameter : Action { public overrid
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { public overri
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using UnityEngine;using Opsive.UltimateInventorySystem;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionUISCheck : ActionCheck { public ov
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class PropertyToParameter : Action { // Declare properties here public override ActionCategory Ca
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using UnityEngine;using System.Collections.Generic;#if UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionPropToParam : Action { public override
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[System.Serializable]public class PropertyToParameter : Action{ // Declare properties here public override ActionCategory Category { get { return ActionCategory.Custom; }} public override str
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Just updated the wiki with a new action to change WWise RTPC int value game parameters. (for example, I have music playing during the splash screen. When the main menu loads, I send an rtpc call to r…
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UNITY_EDITORusing UnityEditor;#endifnamespace AC{ [System.Serializable] public class ActionSubtitlesSkippable : Action { // Declare variables here public bool SkippableSubtitle
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public string inputName = "FlashHold";private void Update (){ if (isInGameplay) { #if UNITY_EDITOR if (KickStarter.playerInput.InputGetButtonDown (inputName))
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using UnityEngine;using AC;[ExecuteInEditMode]public class HighlightID : MonoBehaviour{ public int recordedID; private void OnEnable () { AssignHighlight (); EventManager.OnInit
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :
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using UnityEngine;#if UNITY_EDITORusing UnityEditor;#endifusing Spine;using Spine.Unity;using System.Collections.Generic;namespace AC{ [System.Serializable] public class ActionAttachmentSetter :