This prevents testing between platforms if UdonSharp includes this in the code. This would help for testing that udonsharp code works in editor (and yes, this works on pc and quest with no issues when uploaded to VRChat). Though I own a quest for testing, not everyone who creates worlds probably owns a quest headset, which can make debugging pretty annoying.
#if UNITY_ANDROID
playerReflectionProbe.GetComponent<ReflectionProbe>().cullingMask = probeCullingMaskOverrideQuest;
#elif UNITY_STANDALONE
playerReflectionProbe.GetComponent<ReflectionProbe>().cullingMask = probeCullingMaskOverride;
#endif
This prevents testing between platforms if UdonSharp includes this in the code. This would help for testing that udonsharp code works in editor (and yes, this works on pc and quest with no issues when uploaded to VRChat). Though I own a quest for testing, not everyone who creates worlds probably owns a quest headset, which can make debugging pretty annoying.