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Question by AedanCGraves · Sep 09, 2019 at 03:11 PM · c#assetsif-statementsconditionconditional

Use a #if statement to check if a script exists in project?

Hi all, So I'm making a universal FPS related asset (I won't go into detail until its closer to release) that's made to more or less work with any FPS controller. However that means there will be some limitations to the asset. I was t$$anonymous$$nking I'd make it have more functionality with my own FPS controller if it was found to exist in both the project and the scene. I can do a check in the scene fine, but I'm having trouble doing a check in the project. it needs to happen in a #if because obviously if the controller's not in the project, it'd throw a ton of compiler errors.

Thanks for any advice!

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avatar image Hellium · Sep 09, 2019 at 03:29 PM 0
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What kind of file do you need to check? One of your owns? If so, I guess you can use a #define in your own file, and check against this define in your other script.


https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-define


Otherwise, in your scripts, you could add a define in the Project Settings when your assets get imported (like TextMeshPro does)

avatar image AedanCGraves Hellium · Sep 09, 2019 at 05:20 PM 0
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Yeah It's one of my files, I just tried a #define and It didn't work, perhaps I did it wrong?

Script A: #define FPS_CONTROLLER_EXISTS

Script B: #if FPS_CONTROLLER_EXISTS Debug.Log("FPS Controller Found"); #endif

avatar image Hellium AedanCGraves · Sep 09, 2019 at 05:46 PM 1
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My bad, it seems the #define A + #if A only works inside the same file.


You should take a look at PlayerSettings.SetScriptingDefineSymbolsForGroup to define global defines when the project is loaded

https://docs.unity3d.com/ScriptReference/PlayerSettings.SetScriptingDefineSymbolsForGroup.html


Call this function thanks to an editor script with the InitializeOnLoadAttribute

https://docs.unity3d.com/ScriptReference/InitializeOnLoadAttribute.html


Otherwise, you may be able to use reflection, but I don't think this is the way to go

https://stackoverflow.com/questions/8499593/c-sharp-how-to-check-if-namespace-class-or-method-exists-in-c

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Answer by AedanCGraves · Sep 09, 2019 at 07:06 PM

@Hellium solved it in the comments, thanks!

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avatar image marcozakaria · Dec 28, 2022 at 10:18 AM 0
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Looks like comment is deleted

avatar image Bunny83 marcozakaria · Dec 28, 2022 at 07:20 PM 0
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It's not deleted but all comments before a certain point in time has been temporarily "$$anonymous$$dden". I can see the revision $$anonymous$$story of all comments. I can quote what those comments above said:


Hellium:

What kind of file do you need to check? One of your owns? If so, I guess you can use a #define in your own file, and check against t$$anonymous$$s define in your other script.

https://docs.microsoft.com/en-us/dotnet/csharp/language-reference/preprocessor-directives/preprocessor-define

Otherwise, in your scripts, you could add a define in the Project Settings when your assets get imported (like TextMeshPro does)


Aedan replied:

Yeah It's one of my files, I just tried a #define and It didn't work, perhaps I did it wrong?

Script A:`#defineA: FPS_CONTROLLER_EXISTS` #define FPS_CONTROLLER_EXISTS

Script B: #if FPS_CONTROLLER_EXISTS \n Debug.Log("FPS Controller Found"); \n #endif


Hellium replied:

My bad, it seems the #define A + #if A only works inside the same file.

You should take a look at PlayerSettings.SetScriptingDefineSymbolsForGroup to define global defines when the project is loaded

https://docs.unity3d.com/ScriptReference/PlayerSettings.SetScriptingDefineSymbolsForGroup.html

Call t$$anonymous$$s function thanks to an editor script with the InitializeOnLoadAttribute

https://docs.unity3d.com/ScriptReference/InitializeOnLoadAttribute.html

Otherwise, you may be able to use reflection, but I don't t$$anonymous$$nk t$$anonymous$$s is the way to go

https://stackoverflow.com/questions/8499593/c-sharp-how-to-check-if-namespace-class-or-method-exists-in-c

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