je suis sur un projet pour travailler vhtoolkit sur unity et en important le projet vhtoolkit unity j'ai eu des erreurs :
voici le code :Severity Code Description Line
Error Type `UnityEditor.AudioImporter' does not contain a definition for `loadType' and no extension method `loadType' of type `UnityEditor.AudioImporter' could be found (are you missing a using directive or an assembly reference?) 176
Error CS1061 'AudioImporter' does not contain a definition for 'loadType' and no extension method 'loadType' accepting a first argument of type 'AudioImporter' could be found (are you missing a using directive or an assembly reference?) 205
Error CS0619 'AudioImporter.compressionBitrate' is obsolete: 'AudioImporter.compressionBitrate is no longer supported' 191
Error CS1061 'AudioImporter' does not contain a definition for 'format' and no extension method 'format' accepting a first argument of type 'AudioImporter' could be found (are you missing a using directive or an assembly reference?) 177
Error `UnityEditor.AudioImporter.compressionBitrate' is obsolete: `AudioImporter.compressionBitrate is no longer supported' 164
Error `UnityEditor.AudioImporter.format' is inaccessible due to its protection level 152
Error `UnityEditor.AudioImporterLoadType' is obsolete: `UnityEditor.AudioImporterLoadType has been deprecated. Use UnityEngine.AudioClipLoadType instead (UnityUpgradable) -> [UnityEngine] UnityEngine.AudioClipLoadType' 169
Code : Tout sélectionner
using UnityEngine;
using UnityEditor;
// /////////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Batch audio import settings modifier.
//
// Modifies all selected audio clips in the project window and applies the requested modification on the
// audio clips. Idea was to have the same choices for multiple files as you would have if you open the
// import settings of a single audio clip. Put this into Assets/Editor and once compiled by Unity you find
// the new functionality in Custom -> Sound. Enjoy! :-)
//
// April 2010. Based on Martin Schultz's texture import settings batch modifier.
//
// /////////////////////////////////////////////////////////////////////////////////////////////////////////
public class ChangeAudioImportSettings : ScriptableObject
{
[MenuItem("Custom/Sound/Toggle audio compression/Disable")]
static void ToggleCompression_Disable()
{
SelectedToggleCompressionSettings(AudioImporterFormat.Native);
}
[MenuItem("Custom/Sound/Toggle audio compression/Enable")]
static void ToggleCompression_Enable()
{
SelectedToggleCompressionSettings(AudioImporterFormat.Compressed);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/32")]
static void SetCompressionBitrate_32kbps()
{
SelectedSetCompressionBitrate(32000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/64")]
static void SetCompressionBitrate_64kbps()
{
SelectedSetCompressionBitrate(64000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/96")]
static void SetCompressionBitrate_96kbps()
{
SelectedSetCompressionBitrate(96000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/128")]
static void SetCompressionBitrate_128kbps()
{
SelectedSetCompressionBitrate(128000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/144")]
static void SetCompressionBitrate_144kbps()
{
SelectedSetCompressionBitrate(144000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/156 (default)")]
static void SetCompressionBitrate_156kbps()
{
SelectedSetCompressionBitrate(156000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/160")]
static void SetCompressionBitrate_160kbps()
{
SelectedSetCompressionBitrate(160000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/192")]
static void SetCompressionBitrate_192kbps()
{
SelectedSetCompressionBitrate(192000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/224")]
static void SetCompressionBitrate_224kbps()
{
SelectedSetCompressionBitrate(224000);
}
[MenuItem("Custom/Sound/Set audio compression bitrate (kbps)/240")]
static void SetCompressionBitrate_240kbps()
{
SelectedSetCompressionBitrate(240000);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Sound/load type/Stream from disc")]
static void ToggleDecompressOnLoad_Disable()
{
SelectedToggleDecompressOnLoadSettings(AudioClipLoadType.Streaming);
}
[MenuItem("Custom/Sound/load type/Descompress on Load")]
static void ToggleDecompressOnLoad_Enable()
{
SelectedToggleDecompressOnLoadSettings(AudioClipLoadType.DecompressOnLoad);
}
[MenuItem("Custom/Sound/load type/CompressedInMemory")]
static void ToggleDecompressOnLoad_Enable2()
{
SelectedToggleDecompressOnLoadSettings(AudioClipLoadType.CompressedInMemory);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Sound/Toggle 3D sound/Disable")]
static void Toggle3DSound_Disable()
{
SelectedToggle3DSoundSettings(false);
}
[MenuItem("Custom/Sound/Toggle 3D sound/Enable")]
static void Toggle3DSound_Enable()
{
SelectedToggle3DSoundSettings(true);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Sound/Toggle mono/Auto")]
static void ToggleForceToMono_Auto()
{
SelectedToggleForceToMonoSettings(false);
}
[MenuItem("Custom/Sound/Toggle mono/Forced")]
static void ToggleForceToMono_Forced()
{
SelectedToggleForceToMonoSettings(true);
}
// ----------------------------------------------------------------------------
[MenuItem("Custom/Sound/Hardware Decoding/Enabled")]
static void enable_Hardware_yes()
{
enableHardwareDecoding(true);
}
[MenuItem("Custom/Sound/Hardware Decoding/Disabled")]
static void enable_Hardware_no()
{
enableHardwareDecoding(false);
}
static void enableHardwareDecoding(bool enable)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.hardware = enable;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedToggleCompressionSettings(AudioImporterFormat newFormat)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.format = newFormat;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedSetCompressionBitrate(float newCompressionBitrate)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.compressionBitrate = (int)newCompressionBitrate;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedToggleDecompressOnLoadSettings(AudioClipLoadType enabled)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.loadType = enabled;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedToggle3DSoundSettings(bool enabled)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.threeD = enabled;
AssetDatabase.ImportAsset(path);
}
}
static void SelectedToggleForceToMonoSettings(bool enabled)
{
Object[] audioclips = GetSelectedAudioclips();
Selection.objects = new Object[0];
foreach (AudioClip audioclip in audioclips)
{
string path = AssetDatabase.GetAssetPath(audioclip);
AudioImporter audioImporter = AssetImporter.GetAtPath(path) as AudioImporter;
audioImporter.forceToMono = enabled;
AssetDatabase.ImportAsset(path);
}
}
static Object[] GetSelectedAudioclips()
{
return Selection.GetFiltered(typeof(AudioClip), SelectionMode.DeepAssets);
}
}