ImportWin8Support









How do I use Import Win8 Support
Below are practical examples compiled from projects for learning and reference purposes

Featured Snippets


File name: PhotonEditor.cs Copy
250     private static void ImportWin8Support()
251     {
252         if (EditorApplication.isCompiling || EditorApplication.isPlayingOrWillChangePlaymode)
253         {
254             return; // don't import while compiling
255         }
256
257         #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
258         const string win8Package = "Assets/Plugins/Photon3Unity3D-Win8.unitypackage";
259
260         bool win8LibsExist = File.Exists("Assets/Plugins/WP8/Photon3Unity3D.dll") && File.Exists("Assets/Plugins/Metro/Photon3Unity3D.dll");
261         if (!win8LibsExist && File.Exists(win8Package))
262         {
263             AssetDatabase.ImportPackage(win8Package, false);
264         }
265         #endif
266     }
File name: PhotonEditor.cs Copy
318     private static void OnUpdate()
319     {
320         // after a compile, check RPCs to create a cache-list
321         if (!postCompileActionsDone && !EditorApplication.isCompiling && !EditorApplication.isPlayingOrWillChangePlaymode && PhotonEditor.Current != null)
322         {
323             #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
324             if (EditorApplication.isUpdating) return;
325             #endif
326
327             PhotonEditor.UpdateRpcList();
328             postCompileActionsDone = true; // on compile, this falls back to false (without actively doing anything)
329
330             #if UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_5_1 || UNITY_5_2
331             PhotonEditor.ImportWin8Support();
332             #endif
333         }
334     }

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