I imported a project from an earlier version Unity, I'm currently using 2018.3
I got one Issue, I can't seem to ignore It, commenting it gives me another error
Assets\Scripts\Generals\LoadController.cs(48,22): error CS0117: 'SceneManager' does not contain a definition for 'LoadSceneAsync'
I do not have a defined class named 'SceneManager' that's overriding the unity SceneManager Class
LoadController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public string nameSceneLoad = "MainGame";
void NextScene()
{
CancelInvoke();
SceneManager.LoadSceneAsync (nameSceneLoad, LoadSceneMode.Single);
}
If I try to ignore It I'll have the following
Assets\Photon Unity Networking\Editor\PhotonNetwork\PhotonViewHandler.cs(188,13): error CS0433: The type 'EditorSceneManager' exists in both 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' and 'UnityEditor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'
PhotonViewHandler.cs
//TODO: check if this can be internal protected (as source in editor AND as
dll)
public static void LoadAllScenesToFix()
{
string[] scenes = System.IO.Directory.GetFiles(".", "*.unity",
SearchOption.AllDirectories);
foreach (string scene in scenes)
{
EditorSceneManager.OpenScene(scene);
PhotonViewHandler.HierarchyChange();//NOTE: most likely on load also
triggers a hierarchy change
EditorSceneManager.SaveOpenScenes();
}
Debug.Log("Corrected scene views where needed.");
}
I tried Navigating to the defintion F12 leads to
#if !UNITY_MIN_5_3 && ! UNITY_2017
// in Unity 5.3 and up, we have to use a SceneManager. This section re-
implements it for older Unity versions
#if UNITY_EDITOR
namespace UnityEditor.SceneManagement
{
/// <summary>Minimal implementation of the EditorSceneManager for older
Unity, up to v5.2.</summary>
public class EditorSceneManager
{
public static int loadedSceneCount
{
get { return
string.IsNullOrEmpty(UnityEditor.EditorApplication.currentScene) ? -1 : 1; }
}
public static void OpenScene(string name)
{
UnityEditor.EditorApplication.OpenScene(name);
}
public static void SaveOpenScenes()
{
UnityEditor.EditorApplication.SaveScene();
}
public static void SaveCurrentModifiedScenesIfUserWantsTo()
{
UnityEditor.EditorApplication.SaveCurrentSceneIfUserWantsTo();
}
}
}
#endif
namespace UnityEngine.SceneManagement
{
/// <summary>Minimal implementation of the SceneManager for older Unity, up
to v5.2.</summary>
public class SceneManager
{
public static void LoadScene(string name)
{
Application.LoadLevel(name);
}
public static void LoadScene(int buildIndex)
{
Application.LoadLevel(buildIndex);
}
}
}
#endif