개발자 SPRING
Posts
83 posts[경고&에러 대응] UnityEditor.EditorApplication.SaveScene(string)' is obsolete
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[경고&에러 대응] `UnityEngine.Material.Material(string)' is obsolete
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[경고&에러 대응] `UnityEditor.EditorApplication.playmodeStateChanged' is obsolete
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[경고&에러 대응] `UnityEditor.EditorGUIUtility.LookLikeControls(float)' is obsolete
EditorGUIUtility.LookLikeControls(labelWidth); -> EditorGUIUtility.labelWidth = labelWidth;
[경고&에러 대응] `UnityEditor.EditorApplication.currentScene' is obsolete
mParam.Reference = mParam.Value.name + "(" + EditorApplication.currentScene+")"; -> using UnityEditor.SceneManagement; mParam.Reference = mParam.Value.name + "(" + EditorSceneManager.GetActiveScene ().name + ")";//EditorApplication.currentScene+")";



