From 74c63c5641bdd8e7819d97b852e50454847c480f Mon Sep 17 00:00:00 2001 From: jeff Date: Wed, 9 Aug 2017 11:44:35 +0200 Subject: [PATCH] fixed unity player build RATSceneSetup is now using Resources.Load instead of AssetDatabase.LoadAssetAtPath as it was only visible in Editor mode. Fixed the #if UNITY_EDITOR for CustomPropertyDrawer tested on Unity 5.6.0f3 --- .../Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs | 6 ++++-- .../RoomAliveToolkit/Scripts/Utilities/UnityUtilities.cs | 3 +-- 2 files changed, 5 insertions(+), 4 deletions(-) diff --git a/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs b/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs index 3e4cd57..963d501 100644 --- a/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs +++ b/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/RATSceneSetup.cs @@ -1,6 +1,8 @@ using UnityEngine; using System.Collections; +#if UNITY_EDITOR using UnityEditor; +#endif namespace RoomAliveToolkit { @@ -36,8 +38,8 @@ void Start() public void LoadDefault3DModels() { - kinectModel = AssetDatabase.LoadAssetAtPath("Assets/RoomAliveToolkit/Models/Kinect.obj"); - projectorModel = AssetDatabase.LoadAssetAtPath("Assets/RoomAliveToolkit/Models/Projector.obj"); + kinectModel = Instantiate(Resources.Load("Assets/RoomAliveToolkit/Models/Kinect.obj", typeof(GameObject))) as GameObject; + projectorModel = Instantiate(Resources.Load("Assets/RoomAliveToolkit/Models/Projector.obj", typeof(GameObject))) as GameObject; } public void BuildSceneComponents() diff --git a/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Utilities/UnityUtilities.cs b/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Utilities/UnityUtilities.cs index 04e6218..62d21c0 100644 --- a/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Utilities/UnityUtilities.cs +++ b/RoomAliveToolkitForUnity/RoomAliveUnity/Assets/RoomAliveToolkit/Scripts/Utilities/UnityUtilities.cs @@ -1,6 +1,5 @@ using UnityEngine; using System; - #if UNITY_EDITOR using UnityEditor; #endif @@ -78,9 +77,9 @@ public class ReadOnlyAttribute : PropertyAttribute { } - [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] #if UNITY_EDITOR + [CustomPropertyDrawer(typeof(ReadOnlyAttribute))] public class ReadOnlyDrawer : PropertyDrawer { public override float GetPropertyHeight(SerializedProperty property,