#if UNITY_EDITOR using System.Linq; using UnityEditor; using UnityEditor.Build; namespace Unity.Physics.Authoring { [InitializeOnLoad] class EditorInitialization { static readonly string k_CustomDefine = "UNITY_PHYSICS_CUSTOM"; static EditorInitialization() { var fromBuildTargetGroup = NamedBuildTarget.FromBuildTargetGroup(EditorUserBuildSettings.selectedBuildTargetGroup); var definesStr = PlayerSettings.GetScriptingDefineSymbols(fromBuildTargetGroup); var defines = definesStr.Split(';').ToList(); var found = defines.Find(define => define.Equals(k_CustomDefine)); if (found == null) { defines.Add(k_CustomDefine); PlayerSettings.SetScriptingDefineSymbols(fromBuildTargetGroup, string.Join(";", defines.ToArray())); } } } } #endif