태그>warning(총 50개의 글)
'warning' 관련 최근글
-
- [에러,경고 대응] 'MinAttribute' is an ambiguous reference betw..

-
개발자 SPRING by pbkim|2019/03/06 09:28
'MinAttribute' is an ambiguous reference between 'UnityEngine.PostProcessing.MinAttribute' and 'UnityEngine.MinAttribute' -> 아래 한 줄을 MinDrawer.cs 코드 상단에 추가using MinAttribute = UnityEngine.PostProcessing.MinAttribute;
- [에러,경고 대응] 'MinAttribute' is an ambiguous reference betw..
-
- [에러&경고 대응] `MinAttribute' is an ambiguous reference bet..

-
개발자 SPRING by pbkim|2019/02/01 15:05
namespace UnityEditor.PostProcessing{ [CustomPropertyDrawer(typeof(UnityEngine.PostProcessing.MinAttribute))] sealed class MinDrawer : PropertyDrawer { public override void OnGUI(Rect position, SerializedProperty p..
- [에러&경고 대응] `MinAttribute' is an ambiguous reference bet..
-
- [에러&경고 대응] `UnityEngine.Input' does not contain a defini..

-
개발자 SPRING by pbkim|2018/11/11 23:29
float x = Input.lastLocation.longitude;float y = Input.lastLocation.longitude;float z = Input.lastLocation.longitude; -> iPhone에서의 대응 float x = iPhoneInput.lastLocation.longitude;float y = iPhoneInput.lastLocation.longi..
- [에러&경고 대응] `UnityEngine.Input' does not contain a defini..
-
- [에러&경고 대응] Failed to create agent because it is not close..

-
개발자 SPRING by pbkim|2018/09/17 14:33
멀쩡히 잘 구워져 있는 네브메쉬가 있는데도 너무 멀리 있어서 안된다느니 경고가 뜨는데, 무시할 수 없는 것이 이렇게 되면 길찾기를 못해서 NPC들이 제자리 걸음만 합니다.그래서 찾아보니 간간히 문제에 대한 언급만 있고 제대로 된 해결책은 찾아보기 어렵더군요. 마침 일본 ..
- [에러&경고 대응] Failed to create agent because it is not close..
-
- [경고&에러 대응] `UnityEditor.EditorUtility' does not contain a..

-
개발자 SPRING by pbkim|2018/08/22 00:49
.#if (UNITY_2_6 || UNITY_2_6_1 || UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5 || UNITY_3_6 || UNITY_3_7 || UNITY_3_8 || UNITY_3_9) bodyPreview = (Texture2D)EditorUtility.GetAssetPreview(bodyOb..
- [경고&에러 대응] `UnityEditor.EditorUtility' does not contain a..
-
- [경고&에러 대응] `UnityEditor.EditorWindow.title' is obsolete

-
개발자 SPRING by pbkim|2018/08/20 08:36
title = "CustomWindow "; -> #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 title = "CustomWindow "; #else titleContent = new GUIContent("CustomWindow "); #endif
- [경고&에러 대응] `UnityEditor.EditorWindow.title' is obsolete
-
- [경고&에러 대응] `UnityEditor.EditorApplication.NewScene()..

-
개발자 SPRING by pbkim|2018/08/20 08:31
EditorApplication.SaveScene();EditorApplication.NewScene(); -> #if UNITY_2017_2_OR_NEWER //added for unity2017EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene());EditorSceneManager.NewSce..
- [경고&에러 대응] `UnityEditor.EditorApplication.NewScene()..
-
- [경고&에러 대응] UnityEditor.EditorApplication.SaveScene(st..

-
개발자 SPRING by pbkim|2018/08/20 08:24
EditorApplication.SaveScene("Assets/seven/Scene/BattleScene/" + sceneName + ".unity"); -> #if UNITY_2017_2_OR_NEWER EditorSceneManager.SaveScene(EditorSceneManager.GetActiveScene..
- [경고&에러 대응] UnityEditor.EditorApplication.SaveScene(st..
-
- [경고&에러 대응] `UnityEngine.Material.Material(string)' is ..

-
개발자 SPRING by pbkim|2018/08/20 07:18
material = new Material ("Shader "Lines/Colored Blended" {" + "SubShader { Pass { " + " Blend SrcAlpha OneMinusSrcAlpha " + " ZWrite Off Cull Off Fog { Mode Off } " +..
- [경고&에러 대응] `UnityEngine.Material.Material(string)' is ..
-
- [경고&에러 대응] `UnityEditor.EditorApplication.playmodeSta..

-
개발자 SPRING by pbkim|2018/08/19 07:58
void OnEnable() { if (!IsUnityWritingToPlist()) RefreshKeys(); //Make sure we never subscribe twice as OnEnable will be called more often then you think :) EditorApplication.playmodeStateChanged -= OnPlayModeStateCh..
- [경고&에러 대응] `UnityEditor.EditorApplication.playmodeSta..
-
- [경고&에러 대응] `UnityEditor.EditorApplication.currentScene'..

-
개발자 SPRING by pbkim|2018/08/16 00:40
mParam.Reference = mParam.Value.name + "(" + EditorApplication.currentScene+")"; -> using UnityEditor.SceneManagement; mParam.Reference = mParam.Value.name + "(" + Editor..
- [경고&에러 대응] `UnityEditor.EditorApplication.currentScene'..
-
- [경고&에러 대응] UnityEngine.ParticleSystem.enableEmission'..

-
개발자 SPRING by pbkim|2018/08/14 13:47
foreach (ParticleSystem em in pss)if (em != null) { em.enableEmission = false;} -> foreach (ParticleSystem em in pss)if (em != null) { var emission = em.emission; //added for unity2017 emission.enabled = false; //em.e..
- [경고&에러 대응] UnityEngine.ParticleSystem.enableEmission'..
-
- [경고&에러 대응] 'UnityEditor.EditorWindow.title' is obsolete.

-
개발자 SPRING by pbkim|2018/08/13 14:25
win.title = "PS Scaler"; win.minSize = new Vector2(300, 165); win.maxSize = new Vector2(300, 165); -> #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_5_0 win.title = "PS Scaler"; #else win.titleContent = new ..
- [경고&에러 대응] 'UnityEditor.EditorWindow.title' is obsolete.
-
- [경고&에러 대응] 'UnityEditor.TextureImporterFormat.Automatic..

-
개발자 SPRING by pbkim|2018/08/13 14:19
#if UNITY_5_5_OR_NEWER protected TextureImporterCompression[] textureFormatVal = { TextureImporterCompression.Compressed, TextureImporterCompression.Uncompressed, TextureImporterCompression.Uncompressed }; #..
- [경고&에러 대응] 'UnityEditor.TextureImporterFormat.Automatic..
-
- [경고&에러 대응] 'UnityEngine.ParticleSystem.startSize' is ob..

-
개발자 SPRING by pbkim|2018/08/13 14:08
particle.startSize *= myMultiplier->particle.main.startSizeMultiplier = myMultiplier
- [경고&에러 대응] 'UnityEngine.ParticleSystem.startSize' is ob..



