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Unity and Custom Defines
Hi everybody, i'm trying to create a #define in c# to let the compile see or not a sdk code. I'm trying to do what this says http://docs.unity3d.com/Manual/PlatformDependentCompilation.html but i cant, Unity throws this error:
error CS2001: Source fileInternal compiler error. See the console log for more information. output was:warning CS2029: Invalid conditional define symbol
LITE\' error CS2001: Source file
{\rtf1\ansi\ansicpg1252\cocoartf1265\cocoasubrtf210' could not be found
{\fonttbl\f0\fmodern\fcharset0' could not be found error CS2001: Source file
Courier;}' could not be found error CS2001: Source file
{\colortbl;\red255\green255\blue255;\red44\green50\blue53;\red245\green249\blue250;}' could not be found error CS2001: Source file
\paperw11900\paperh16840\margl1440\margr1440\vieww10800\viewh8400\viewkind0' could not be found error CS2001: Source file
\deftab720' could not be found error CS2001: Source file
\pard\pardeftab720\sl640' could not be found error CS2001: Source file
\f0\fs22' could not be found error CS2001: Source file
\cf2' could not be found error CS2001: Source file
\cb3' could not be found error CS2001: Source file
}' could not be found Anybody know how to? Thanks!
Please share the code snippet where you use the define preprocessor directive
Please share how you made it work and what the problem was before as an "answer" and then select it as the correct answer to close this topic.
I wanted to create a custom preprocessor define, so i went to player settings -> Others and in Scripting define symbols i created a define called FINGERPRINT. then in my code i used #if FINGERPRINT and depend wich platform had this define the compiler will se or not the code inside
Answer by Martin_Gonzalez · Nov 10, 2014 at 06:36 PM
I understood now how to use them. I did preprocessors in a specific platform and now works!
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