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#if UNITY_EDITOR in .dll

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I'm making custom editor, where i have editor scripts and normal scripts (monobehaviours) so i decided to create the entire editor (editor and normal scripts) into a dll. I have a solution where i have one dll for editor scripts and another one for the normal scripts. My problem is, the normal scripts use UnityEditor classes like EditorApplication or Selection, so i thought "Ok, i will put them under #if UNITY_EDITOR flag so when i build it will not see that code". The problem is that when i compile the dll it will not understand what is UNITY_EDITOR flag so its like doesn't exist and my editor parts in the normal scripts are not working :/ Is there any hack or trick or am i doing something wrong? Or am i just limited? Thanks!

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