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Question by ahmedsadaat77 · Apr 21, 2018 at 12:07 PM · namespace

Getting lots of different namespace errors as whenever i open the same project!

I don't know what to do. Everytime i open the project , i get different namespace errors. each time its different. Sometimes, waterbase error and now UnityEditor.Build error even though the it is present in the namespace. I am sick of this. There just seems to be no way to fix this. :( i have to complete my project. due date is coming up. .

 using System;
 #if UNITY_EDITOR
 using UnityEditor;
 using UnityEditor.Build;
 #endif
 using UnityEngine;
 
 
 namespace UnityStandardAssets.CrossPlatformInput
 {
     [ExecuteInEditMode]
     public class MobileControlRig : MonoBehaviour
 #if UNITY_EDITOR
         , UnityEditor.Build.IActiveBuildTargetChanged
 #endif
     {
         // this script enables or disables the child objects of a control rig
         // depending on whether the USE_MOBILE_INPUT define is declared.
 
         // This define is set or unset by a menu item that is included with
         // the Cross Platform Input package.
 
 
 #if !UNITY_EDITOR
     void OnEnable()
     {
         CheckEnableControlRig();
     }
 #else
         public int callbackOrder
         {
             get
             {
                 return 1;
             }
         }
 #endif
 
         private void Start()
         {
 #if UNITY_EDITOR
             if (Application.isPlaying) //if in the editor, need to check if we are playing, as start is also called just after exiting play
 #endif
             {
                 UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();
 
                 if (system == null)
                 {//the scene have no event system, spawn one
                     GameObject o = new GameObject("EventSystem");
 
                     o.AddComponent<UnityEngine.EventSystems.EventSystem>();
                     o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
                 }
             }
         }
 
 #if UNITY_EDITOR
 
         private void OnEnable()
         {
             EditorApplication.update += Update;
         }
 
 
         private void OnDisable()
         {
             EditorApplication.update -= Update;
         }
 
 
         private void Update()
         {
             CheckEnableControlRig();
         }
 #endif
 
 
         private void CheckEnableControlRig()
         {
 #if MOBILE_INPUT
         EnableControlRig(true);
 #else
             EnableControlRig(false);
 #endif
         }
 
 
         private void EnableControlRig(bool enabled)
         {
             foreach (Transform t in transform)
             {
                 t.gameObject.SetActive(enabled);
             }
         }
 
 #if UNITY_EDITOR
         public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
         {
             CheckEnableControlRig();
         }
 #endif
     }
 }

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Answer by melsy · Apr 22, 2018 at 10:31 AM

it compiles now . post errors if you have any after using this.

 using System;
 #if UNITY_EDITOR 
 using UnityEditor;
 using UnityEditor.Build;
 #endif
 using UnityEngine;
 
 namespace UnityStandardAssets.CrossPlatformInput
 {
     [ExecuteInEditMode]
     public class MobileControlRig : MonoBehaviour
 #if UNITY_EDITOR
         , UnityEditor.Build.IActiveBuildTargetChanged
 #endif
     {
         // this script enables or disables the child objects of a control rig // depending on whether the USE_MOBILE_INPUT define is declared.
 
         // This define is set or unset by a menu item that is included with
         // the Cross Platform Input package.
 #if !UNITY_EDITOR
 void OnEnable() { CheckEnableControlRig(); }
 #else
         public int callbackOrder { get { return 1; } }
 #endif
 
         private void Start()
         {
 #if UNITY_EDITOR
             if (Application.isPlaying)
             //if in the editor, need to check if we are playing, as start is also called just after exiting play
 #endif
             {
                 UnityEngine.EventSystems.EventSystem system = GameObject.FindObjectOfType<UnityEngine.EventSystems.EventSystem>();
                 if (system == null)
                 {//the scene have no event system, spawn one
                     GameObject o = new GameObject("EventSystem");
                     o.AddComponent<UnityEngine.EventSystems.EventSystem>();
                     o.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
                 }
             }
         }
 #if UNITY_EDITOR
         private void OnEnable()
         {
             EditorApplication.update += Update;
         }
         private void OnDisable()
         {
             EditorApplication.update -= Update;
         }
         private void Update()
         {
             CheckEnableControlRig();
         }
 #endif
         private void CheckEnableControlRig()
         {
 #if MOBILE_INPUT
     EnableControlRig(true);
 #else
             EnableControlRig(false);
 #endif
         }
         private void EnableControlRig(bool enabled)
         {
             foreach (Transform t in transform)
             {
                 t.gameObject.SetActive(enabled);
             }
         }
 #if UNITY_EDITOR
         public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget)
         {
             CheckEnableControlRig();
         }
 #endif
     }
 }
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