Open reillydonovan opened 6 years ago
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 https://answers.unity.com/questions/316805/unityeditor-namespace-not-found.html for example.
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.
Line: 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
Move line 81:
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
between the line "#if UNITY_EDITOR
" and before the class:
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