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Put use of `UnityEditor` in `UNITY_EDITOR` so that builds don't fail

/feature-ReflectionProbeFit
Peter Bay Bastian 7 年前
当前提交
10c0414f
共有 1 个文件被更改,包括 2 次插入1 次删除
  1. 3
      ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs

3
ScriptableRenderPipeline/LightweightPipeline/Data/LightweightPipelineAsset.cs


#if UNITY_EDITOR
#endif
namespace UnityEngine.Experimental.Rendering.LightweightPipeline
{

AssetDatabase.CreateAsset(instance, pathName);
}
}
#endif
protected override IRenderPipeline InternalCreatePipeline()

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