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ACEditorPrefs Class doesnt contain definition for ActionNodeWidth but in actuality is defined

As the title suggested Im wondering why is building a Unity Project ends up failing due to this error(picture in the imgur link) but I can still play the scene just fine in the Unity Editor. Is there I'm missing or should I put the ACEditorPrefs inside a Editor folder along with anything that reference that class? How do I solve this issue?

https://imgur.com/a/c6BhJ6H

Comments

  • The error lines don't match up with the latest release.

    What's your AC version? Try importing the latest (currently v1.83.1) after taking a backup.

  • I'm currently using AC version v1.79.3 I can make a backup but since my team must use that old version for the game, updating AC to a new version might unintentionally break things in the game. So, I can't use that new version to build the game. Is there a work around for this?

    https://imgur.com/a/l9Ucvux

  • Can you share the code block around the mentioned line, i.e. line 118 in Action.cs?

  • Sure, here's the snippet of the source code for Action.cs line 118

    https://imgur.com/a/Fucb2j5

  • Replace line 118 with:

    #if UNITY_EDITOR
    return ACEditorPrefs.ActionNodeWidth;
    #else
    return 300;
    #endif
    
  • Thank you! The error is gone now. How does Preprocessor Directive help in eliminating the error?

  • It's a bit of a hack, but essentially the line references code that is inaccessible outside of the Editor. The change prevents it from being accessed in builds.

  • Thank you for the help. May I ask what does "return 300" do?

  • It causes the function to return a default value - 300 in this case, since that's the default Action width. However, since it won't ever be called in builds, the exact number doesn't really matter.

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