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Question by stephanholding · Nov 12, 2020 at 11:37 AM · packagescompiling

Is there a way to ignore code depending on assets that are imported into the project?

I am looking for a way to ignore certain pieces of code depending on which packages are loaded into the project. Like the #if UNITY_EDITOR, but instead of checking the platform, it should be checking packages. For example: if I import the SteamVr support packages, only the code using that packages should be used. But when I import Oculus VR support, it should only use code that uses that package.

thanks

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Answer by jackmw94 · Nov 12, 2020 at 04:54 PM

I get a funny feeling about the prospect of managing defines like this. If you're annoyed that you have to do it manually often then you could have a little menu option to add / remove it for you? :

 public static class DefineHelper
 {
     [MenuItem("Project/XYZ/Set defined")]
     public static void SetXYZDefined() => SetUnsetDefine("XYZ", true);
 
     [MenuItem("Project/XYZ/Remove define")]
     public static void RemoveXYZDefined() => SetUnsetDefine("XYZ", false);
 
     private static void SetUnsetDefine(string symbol, bool set)
     {
         var symbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone);
         Debug.Log($"Original symbols: {symbols}");
 
         bool symbolPresent = symbols.Contains(symbol);
         if (symbolPresent == set)
         {
             Debug.Log($"Symbol was already {(set ? "present" : "excluded")}");
             return;
         }
 
         if (set)
         {
             symbols = string.Concat(symbols, ",XYZ");
         }
         else
         {
             symbols = symbols.Replace("XYZ", "");
 
             // not sure where this would have been in the string so account for each
             symbols = symbols.Replace(",,", ",");
             symbols = symbols.TrimStart(',');
             symbols = symbols.TrimEnd(',');
         }
 
         PlayerSettings.SetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone, symbols);
 
         Debug.Log($"New symbols: {PlayerSettings.GetScriptingDefineSymbolsForGroup(BuildTargetGroup.Standalone)}");
         AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
     }
 }


This could then be easily extended to remove the alternatives when setting your chosen one if the defines are mutually exclusive :)

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avatar image jackmw94 · Nov 12, 2020 at 04:55 PM 0
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XYZ should be your own define you create for you different package code

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