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How do I fix this WaterBase error?

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Hi everyone! Before starting, I know it’s possible that this question was made by another user, but I didn’t found a solution for me, so I’m posting to see if someone could help me to solve this. I’ve started following a 2d platformer course a week ago. I’m not a developer, I’m just learning and using my art to make a game, but everything was going fine until this happened. I was playing arround with the particles to make a cool respawning effect, and I don’t remember why (I suposse it was because an error that showed) deleted a water script That obviously gave me a big error, so after hours of trying things, figured how to reimport that script. But now I have this error: Assets/Standard Assets/Effects/ImageEffects/Editor/Water (Pro Only)/WaterBaseEditor.cs(8,13): error CS0246: The type or namespace name `WaterBase' could not be found. Are you missing `UnityStandardAssets.Water' using directive? I was very happy with the results, but now I'm stuck here and I'm not able to find a solution (Spent days searching on the internet, but 0 luck) And the waterbase files are on their places, I don't get it. Can somebody help me please? Here's the part of the code where the problem is supossed to be: using UnityEngine; using UnityEditor; [CustomEditor(typeof(WaterBase))] public class WaterBaseEditor : Editor { public GameObject oceanBase; private WaterBase waterBase; private Material oceanMaterial = null; private SerializedObject serObj; private SerializedProperty sharedMaterial; public SerializedProperty waterQuality; public SerializedProperty edgeBlend; public void OnEnable () { serObj = new SerializedObject (target); sharedMaterial = serObj.FindProperty("sharedMaterial"); waterQuality = serObj.FindProperty("waterQuality"); edgeBlend = serObj.FindProperty("edgeBlend"); } public override void OnInspectorGUI () { serObj.Update(); waterBase = (WaterBase)serObj.targetObject; oceanBase = ((WaterBase)serObj.targetObject).gameObject; if(!oceanBase) return; GUILayout.Label ("This script helps adjusting water material properties", EditorStyles.miniBoldLabel); EditorGUILayout.PropertyField(sharedMaterial, new GUIContent("Material")); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) { sharedMaterial.objectReferenceValue = (Object)WaterEditorUtility.LocateValidWaterMaterial(oceanBase.transform); serObj.ApplyModifiedProperties(); oceanMaterial = (Material)sharedMaterial.objectReferenceValue; if (!oceanMaterial) return; }

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