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Game Development

Tojo Alex
PLUS
Tojo Alex
Courses Plus Student 13,331 Points

Help needed with the file

When I downloaded the "materials in unity" file it came up with an error : Assets/Editor/CrossPlatformInput/CrossPlatformInputInitialize.cs(91,34): error CS0619: UnityEditor.BuildTargetGroup.WebPlayer' is obsolete:WebPlayer was removed in 5.4, consider using WebGL' So i clicked it than it brought me up to the script: CrossPlatformInputInitialize This is all the code in it: using System; using System.Collections.Generic; using UnityEditor;

namespace UnityStandardAssets.CrossPlatformInput.Inspector { [InitializeOnLoad] public class CrossPlatformInitialize { // Custom compiler defines: // // CROSS_PLATFORM_INPUT : denotes that cross platform input package exists, so that other packages can use their CrossPlatformInput functions. // EDITOR_MOBILE_INPUT : denotes that mobile input should be used in editor, if a mobile build target is selected. (i.e. using Unity Remote app). // MOBILE_INPUT : denotes that mobile input should be used right now!

    static CrossPlatformInitialize()
    {
        var defines = GetDefinesList(buildTargetGroups[0]);
        if (!defines.Contains("CROSS_PLATFORM_INPUT"))
        {
            SetEnabled("CROSS_PLATFORM_INPUT", true, false);
            SetEnabled("MOBILE_INPUT", true, true);
        }
    }


    [MenuItem("Mobile Input/Enable")]
    private static void Enable()
    {
        SetEnabled("MOBILE_INPUT", true, true);
        switch (EditorUserBuildSettings.activeBuildTarget)
        {
            case BuildTarget.Android:
            case BuildTarget.iOS:
            case BuildTarget.WP8Player:
            case BuildTarget.BlackBerry:
            case BuildTarget.PSM: 
            case BuildTarget.Tizen: 
            case BuildTarget.WSAPlayer: 
                EditorUtility.DisplayDialog("Mobile Input",
                                            "You have enabled Mobile Input. You'll need to use the Unity Remote app on a connected device to control your game in the Editor.",
                                            "OK");
                break;

            default:
                EditorUtility.DisplayDialog("Mobile Input",
                                            "You have enabled Mobile Input, but you have a non-mobile build target selected in your build settings. The mobile control rigs won't be active or visible on-screen until you switch the build target to a mobile platform.",
                                            "OK");
                break;
        }
    }


    [MenuItem("Mobile Input/Enable", true)]
    private static bool EnableValidate()
    {
        var defines = GetDefinesList(mobileBuildTargetGroups[0]);
        return !defines.Contains("MOBILE_INPUT");
    }


    [MenuItem("Mobile Input/Disable")]
    private static void Disable()
    {
        SetEnabled("MOBILE_INPUT", false, true);
        switch (EditorUserBuildSettings.activeBuildTarget)
        {
            case BuildTarget.Android:
            case BuildTarget.iOS:
            case BuildTarget.WP8Player:
            case BuildTarget.BlackBerry:
                EditorUtility.DisplayDialog("Mobile Input",
                                            "You have disabled Mobile Input. Mobile control rigs won't be visible, and the Cross Platform Input functions will always return standalone controls.",
                                            "OK");
                break;
        }
    }


    [MenuItem("Mobile Input/Disable", true)]
    private static bool DisableValidate()
    {
        var defines = GetDefinesList(mobileBuildTargetGroups[0]);
        return defines.Contains("MOBILE_INPUT");
    }


    private static BuildTargetGroup[] buildTargetGroups = new BuildTargetGroup[]
        {
            BuildTargetGroup.Standalone,
            BuildTargetGroup.WebPlayer,
            BuildTargetGroup.Android,
            BuildTargetGroup.iOS,
            BuildTargetGroup.WP8,
            BuildTargetGroup.BlackBerry
        };

    private static BuildTargetGroup[] mobileBuildTargetGroups = new BuildTargetGroup[]
        {
            BuildTargetGroup.Android,
            BuildTargetGroup.iOS,
            BuildTargetGroup.WP8,
            BuildTargetGroup.BlackBerry,
            BuildTargetGroup.PSM, 
            BuildTargetGroup.Tizen, 
            BuildTargetGroup.WSA 
        };


    private static void SetEnabled(string defineName, bool enable, bool mobile)
    {
        //Debug.Log("setting "+defineName+" to "+enable);
        foreach (var group in mobile ? mobileBuildTargetGroups : buildTargetGroups)
        {
            var defines = GetDefinesList(group);
            if (enable)
            {
                if (defines.Contains(defineName))
                {
                    return;
                }
                defines.Add(defineName);
            }
            else
            {
                if (!defines.Contains(defineName))
                {
                    return;
                }
                while (defines.Contains(defineName))
                {
                    defines.Remove(defineName);
                }
            }
            string definesString = string.Join(";", defines.ToArray());
            PlayerSettings.SetScriptingDefineSymbolsForGroup(group, definesString);
        }
    }


    private static List<string> GetDefinesList(BuildTargetGroup group)
    {
        return new List<string>(PlayerSettings.GetScriptingDefineSymbolsForGroup(group).Split(';'));
    }
}

}

Please help.