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Setting scripting symbols for Editor script compilation BuildPlayerOptions.extraScriptingDefines.PlayerSettings.SetScriptingDefineSymbolsForGroup.
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You can use the following API to define scripting symbols: The Copy Defines button copies the current set of custom scripting symbols from the list into your clipboard as a string of semicolon-separated values. More info See in Glossary in your project using these new symbols.
NJEA UNITY SYMBOL CODE
When you select Apply, your new scripting symbols are applied, and Unity recompiles the scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. You can add and remove your own custom scripting symbols to the Scripting Define Symbols list by using the + and - buttons, and typing the name of your new symbols into the fields. This example shows two custom symbols defined in the list. The Scripting Define Symbols settings in the Project Settings window. Then in the Other Settings panel, scroll down to Script Compilation. To set or remove define directives via the Editor, go to Edit > Project Settings > Player. More info See in Glossary, via scripting, or via an asset file. Unity currently supports three UI systems. In addition to the built-in scripting symbols (relating to Platform, the Editor Version, and other miscellaneous system environment scenarios), you can specify your own custom scripting symbols, either using the Editor UI (User Interface) Allows a user to interact with your application.
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C# directives allow you to selectively include or exclude code from compilation, based on whether certain scripting symbols are defined or not defined.
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