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[경고&에러 대응] UnityEditor.EditorApplication.SaveScene(string)' is obsolete

개발자 SPRING|2018년 8월 19일

EditorApplication.SaveScene("Assets/seven/Scene/BattleScene/" + sceneName + ".unity"); -> #if UNITY_2017_2_OR_NEWER EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene(), "Assets/seven/Scene/BattleScene/" + sceneName + ".unity");#elseEditorApplication.SaveScene("Assets/seven/Scene/BattleScene/" + sceneName + ".unity");#endif

[경고&에러 대응] `UnityEngine.Material.Material(string)' is obsolete

개발자 SPRING|2018년 8월 19일

material = new Material ("Shader \"Lines/Colored Blended\" {" + "SubShader { Pass { " + " Blend SrcAlpha OneMinusSrcAlpha " + " ZWrite Off Cull Off Fog { Mode Off } " + " BindChannels {" + " Bind \"vertex\", vertex Bind \"color\", color }" +

[경고&에러 대응] `UnityEditor.EditorApplication.playmodeStateChanged' is obsolete

개발자 SPRING|2018년 8월 18일

void OnEnable() { if (!IsUnityWritingToPlist()) RefreshKeys(); //Make sure we never subscribe twice as OnEnable will be called more often then you think :) EditorApplication.playmodeStateChanged -= OnPlayModeStateChanged; EditorApplication.playmodeStateChanged += OnPlayModeStateChanged; } private void OnPlayModeStateChanged() { waitTillPlistHas

[경고&에러 대응] `UnityEditor.EditorGUIUtility.LookLikeControls(float)' is obsolete

개발자 SPRING|2018년 8월 17일

EditorGUIUtility.LookLikeControls(labelWidth); -> EditorGUIUtility.labelWidth = labelWidth;