Game4Automation uses some compiler defines (also called Scripting Define Symbols) for managing different configurations. Compiler defines are switches which can be set to define which part of the C# source code are compiled or not. Sometimes it is necessary to use compiler defines to prevent unwanted compiler error messages.
Which compiler defines needs to be set is depended on the Assets you purchased (Game4Automation Starter, Game4Automation Professional).
Compiler defines are usually created automatically once you install the Game4Automation Asset. You can reset the Game4Automation settings, including the compiler defines, by selecting game4automation > Apply standard settings:
You can find the current compiler defines under File > Build Settings > Player Settings > Other Settings > Scripting Define Symbols.
In some cases, for your own individual developments, it might be necessary to understand our compiler defines. Here is a list and description of the used compiler defines.
|GAME4AUTOMATION||Standard compiler define which needs to be set to enable Game4Automation Standard and professional|
|GAME4AUTOMATION_PROFESSIONAL||Compiler define which needs to be set only for Game4Automation Professional. The standard setting of the compiler defines for Game4Automation Professional is GAME4AUTOMATION; GAME4AUTOMATION_PROFESSIONAL|
|GAME4AUTOMATION_PLAYMAKER||This compiler define needs to be set to be able to use the Game4Automation Playmaker nodes. These nodes are only included in Professional version. You should set this define only if Playmaker is installed.|
|OPCUA4UNITY||Compiler Define for OPCUA4UNITY|