UnityEditor.EditorApplication' does not contain a definition for `ExitPlaymode' - unity3d

For some reason I cannot use ExitPlaymode(), even IntelliSense cannot find the method. https://docs.unity3d.com/ScriptReference/EditorApplication.ExitPlaymode.html
Does anyone know what I can try to fix this? Much appreciated.
Things I have tried:
Deleting the Library folder
Setting the Project Settings > Player > Scripting Runtime Version to 4.x, and 3.5x, both didn't work.
An alternative way to achieve the same effect is to use EditorApplication.isPlaying = false, but I want to find out why EditorApplication.ExitPlayMode() isn't working in the first place.

EditorApplication.ExitPlaymode was added in Unity 2019. It won't be there if you're using 2018.x or earlier.
Pro tip: this is mentioned when looking at the version drop-down in the docs:

You being able to still change between Runtime Version 4.x and 3.5 hints that you are using an older version of Unity.
Just for completeness and in addition to kmdreko's answer
In older versions before EditorApplication.ExitPlayMode was introduced or - as the API states - as alternative you simply would set EditorApplication.isPlaying
#if UNITY_EDITOR
EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif

Related

Since the new version of MRTK i cant build a scene

Since i use the new version of MRTK, i get that building error (Unity 2018 3 12f1). How can i fix that?
I had no issues with the old version, but in the old version i couldn't disable the spatial mesh render so it would disappear in my app.
https://imgur.com/h6Xt35h
The other solution would be, to get the spatial mesh render disabled in the old version. So i dont need the new version. But i cant find the menu for that option.
https://imgur.com/f63J1Ip
The only way to find the script is to search for "spatial", but that script is greyed out.
https://imgur.com/Vev0P89
PS: I'm new to this, so please explain it for a beginner.
From the first image you shared, it looks like you need to install the Windows 10 Insider SDK (version 18362 or later). The insider version of the Windows SDK has a few new classes that you need in order to compile for UWP.
https://www.microsoft.com/en-us/software-download/windowsinsiderpreviewSDK
Hope this helps!
okay, i found a way.
For anyone who has also problems with this:
https://github.com/Microsoft/MixedRealityToolkit-Unity/issues/3898#issuecomment-481618334

How to know which version of CrafterCMS I am using?

Is there a way to know the crafter version from Studio Admin Console/Dashboard?
I am running CrafterCMS 3.0 on my local. But from the content admin's point of view, is there any way to know the exact version/build I am using?
There is a feature being added in support of this. It's under Help > About, but it's not there yet.
You can track progress on the feature here: https://github.com/craftercms/craftercms/issues/813
And here for the UI: https://github.com/craftercms/craftercms/issues/711
You can also try http://localhost:8080/studio/api/1/services/getInfo.json that will give you something like this:
{"version":"3.0.0-SNAPSHOT","id":"33ed8125aa029a8170ed11d9cee62b802f45cd38","uiId":"f5318d804d51eea2501fdf1bc832af4c2ba5e30a","buildDate":"2017-05-09T10:38:21-06:00"}
Note this also work for 2.5.x (since 2.5.6)

Can F# be used with Unity (game engine)?

I'm getting into Unity, and wondering if I can use F# instead of C#, simply because I prefer the syntax. I'm guessing not, since the environment it runs on is very different, but maybe there's something that will cross-compile code or something else I'm not thinking of.
I can't help but get the impression that the other answers were written by people who do not really know what they are talking about.
This is what you need to do to use F# in a Unity project:
Create an F# project that compiles into a dll. Have it build into the assets folder of a Unity project.
Add references to UnityEngine.dll and/or UnityEditor.dll. Change the reference properties so the dlls aren't copied to the build folder.
Of course you can't create new F# classes from within the Unity editor this way, but you can assign the ones you wrote in F#.
Currently you need to enable the (experimental) support for .NET-version 4.5. Alternatively you can download an older version of the FSharp.Core.dll that supports .NET 3.5. (see here).
I can't guarantee that you won't run into trouble because of compatibility issues with the FSharp.Core.dll, but that's just a guess since I haven't tested it myself.
I had success doing this sometime back by following this Github project: https://github.com/eriksvedang/FSharp-Unity, which I believe is roughly the same as Lars Kokemohr's answer above. I haven't tested it in more recent versions of Unity/Mono however.
Yes you can use F# as first class language as C# in unity.
Here is an article about it link
an excellent blog for One who want to use F# in unity
if you want to use F# as second class which I recommend.
let me show how to do it.
Usually what I do is to create Game Domain in F# in .net standard
2.0 library project build it.
Make unity API Compatibility level .net standard 2.0 then
Import library project dll in asset/plugins in Unity
Here is an explanation on how to do it automatically after each build : link
You will get this error, here is the solution
Having said that I recommend not to do any serious work in unity with F# because you won't be able to cross compile to other platforms.
Unity uses IL2cpp and it don't work with F#.
In simple words unity don't support F# and if you are having issues like bugs in Il2cpp unity will not fix it because they don't support F#
There is no easy way to do this but if you REALLY want to make it happen I believe you could use something like fs2cs:
https://github.com/hsharpsoftware/fs2cs
In theory you could write a script that calls fs2cs on all of your Unity C# files. Integrating this with Unity itself would be the more challenging part, but in theory you can trigger fs2cs transpilation on save of your file and Unity can use the transpiled C# file.
Only Boo, C#, and UnityScript are officially supported!

TinyMCE upgrade an modified editor to the latest version mayhem

It is this sad moment to a developer's life that he has to maintain and fix legacy code... In my case I have to deal with a modified (core scripts) tinyMCE 3.2.2 which I have to update to the latest version in order to play in IE9+...
So my question is if there is a way to check which files have been changed since version 3.2.2 and try to update only those cause it is an overkill to check all the code for the modifications...
Thanks in advance
I fear there are so many changes in so many files that most of them have changed since then and in order to work with IE9.
If possible you should never ever modify the core code. Instead use custom plugins if possible.

Eclipse Blackberry Preprocessor Not Working?

I've already followed the directions # Using preprocessor directives in BlackBerry JDE plugin for eclipse? for making sure the blackberry plugin preprocessing hook is (theoretically) enabled.
I'm using Eclipse 3.5.1 with Blackberry Plugin 1.1 with BB SDKs 4.7.0 and 4.6.0.
I have my preprocessor defines set (and I've tried in both the Project's Blackberry Properties as well as the Workspace Blackberry Build settings), and checked their capitalization and spelling carefully too.
I'm fairly confident the actual code to say "this stuff should be preprocessed" is good, because including/excluding preprocessed code seems to work fine on command line builds:
//#preprocess --- at beginning of file
and then code blocks like this throughout:
//#ifndef jde_4_7
/*
//#endif
//#ifdef jde_4_7
import net.rim.device.api.ui.TouchEvent;
//#endif
//#ifndef jde_4_7
*/
//#endif
So what I can't figure out what else could be wrong that would cause Eclipse to not compile in my preprocessed code unless I remove the comments that are supposed to prevent the touch code from building into a build for blackberries that don't support touch.
At one point it used to work (and no I haven't updated Eclipse), but sometime in the last couple of weeks it seemed to just stop working. And I'm getting kind of tired of the error-prone process of searching for ifdefs and manually commenting/uncommenting touch code and looking for a better solution while I do testing and initial development requiring testing both touch and non-touch functionality.
Any other ideas on what could be wrong or how to fix it?
I managed to get this working by adding this in the eclipse ini file
osgi.framework.extensions=net.rim.ejde.preprocessing.hook
you would probably already have osgi.framework.extensions. Just add net.rim.ejde.preprocessing.hook to it.
Yeah, I've had the same experience with this. Seems like they've dropped support for it with their new plug-in. Sometimes it feels like those guys can't get anything right. If you want preprocessing I'm afraid you'll have to use Eclipse 3.4 and the old plug-in (1.0.67). You can go here and fetch a bundled eclipse 3.4 with the said plug-in and any other component pack you may need.