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Cannot Build in Unity 2017.1.1f1 #75
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I'm not sure why we're seeing this issue only now, but it does make sense that you wouldn't have access to the UnityEditor namespace in a build. See Can you try putting that file in the Editor folder and see if that fixes it? I may not have time soon to take a look myself. |
I came across this same issue, and the fix was to wrap the UnityEditor code in a macro. In RATSceneSetup.csLine: 3 #if UNITY_EDITOR
using UnityEditor;
#endif and lines: 37-41 #if UNITY_EDITOR
public void LoadDefault3DModels()
{
kinectModel = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/RoomAliveToolkit/Models/Kinect.obj");
projectorModel = AssetDatabase.LoadAssetAtPath<GameObject>("Assets/RoomAliveToolkit/Models/Projector.obj");
}
#endif In UnityUtilities.csMove line 81: [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] between the line " public class ReadOnlyDrawer : PropertyDrawer |
Hi, when trying to build in Unity 2017.1.1f1 I am returned the following, Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs(3,7): error CS0246: The type or namespace name `UnityEditor' could not be found. Are you missing an assembly reference?
Any suggestions on how to properly build to a .exe for a room alive scene in Unity 2017?
Thanks!
-Reilly
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