I noticed I couldn't incorporate the X3D import/export classes into a stand-alone build of a Unity project, as some code assumes it's running in the Unity editor.
I've tried to add a few simple preprocessor checks to sidestep this issue; can you take a look and let me know what you think?
I tested the new code out with one of my sample X3D files, and it seems to load the file correctly when running in both the Unity editor and as a stand-alone build. I'm not sure how/if we should retain equivalent functionality for saving X3D files in stand-alone builds vs the editor, as that functionality currently assumes some editor-dependent selection information etc.
Hi Tobias,
I noticed I couldn't incorporate the X3D import/export classes into a stand-alone build of a Unity project, as some code assumes it's running in the Unity editor.
I've tried to add a few simple preprocessor checks to sidestep this issue; can you take a look and let me know what you think?
I tested the new code out with one of my sample X3D files, and it seems to load the file correctly when running in both the Unity editor and as a stand-alone build. I'm not sure how/if we should retain equivalent functionality for saving X3D files in stand-alone builds vs the editor, as that functionality currently assumes some editor-dependent selection information etc.
Cheers!