diff --git a/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_MultiSceneExperimentGenerator.cs b/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_MultiSceneExperimentGenerator.cs index ca2d64e6..5cdd9862 100644 --- a/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_MultiSceneExperimentGenerator.cs +++ b/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_MultiSceneExperimentGenerator.cs @@ -77,11 +77,19 @@ void SceneSpecificSetup(Trial trial) // there are lots of ways to do this, but this works fine here if (trial.block.number == 1) { +#if UNITY_6000 + FindFirstObjectByType().StartShootingTaskTrial(trial); +#else FindObjectOfType().StartShootingTaskTrial(trial); +#endif } else if (trial.block.number == 2) { +#if UNITY_6000 + FindFirstObjectByType().StartReactionTaskTrial(trial); +#else FindObjectOfType().StartReactionTaskTrial(trial); +#endif } } @@ -94,11 +102,19 @@ public void CleanupTrial(Trial trial) // there are lots of ways to do this, but this works fine here if (trial.block.number == 1) { +#if UNITY_6000 + FindFirstObjectByType().EndShootingTaskTrial(trial); +#else FindObjectOfType().EndShootingTaskTrial(trial); +#endif } else if (trial.block.number == 2) { +#if UNITY_6000 + FindFirstObjectByType().EndReactionTaskTrial(trial); +#else FindObjectOfType().EndReactionTaskTrial(trial); +#endif } } diff --git a/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_Shooter.cs b/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_Shooter.cs index c182e3c2..9825ca7b 100644 --- a/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_Shooter.cs +++ b/Assets/UXF/Examples/3_MultiScene_FootballAndRT/Scripts/Example_Shooter.cs @@ -51,7 +51,11 @@ void Update() // launch when clicked if (Input.GetMouseButtonDown(0)) { +#if UNITY_6000 + ball.linearVelocity = launchVelocity; +#else ball.velocity = launchVelocity; +#endif canShoot = false; // only have a certain time to score, or its classified as a miss! diff --git a/Assets/UXF/Scripts/DataHandling/WebAWSDynamoDB.cs b/Assets/UXF/Scripts/DataHandling/WebAWSDynamoDB.cs index dfa1fdfc..a3c8156e 100644 --- a/Assets/UXF/Scripts/DataHandling/WebAWSDynamoDB.cs +++ b/Assets/UXF/Scripts/DataHandling/WebAWSDynamoDB.cs @@ -466,7 +466,9 @@ public override bool IsIncompatibleWith(UnityEditor.BuildTargetGroup buildTarget { case UnityEditor.BuildTargetGroup.Android: case UnityEditor.BuildTargetGroup.iOS: +#if !UNITY_2022_2_OR_NEWER case UnityEditor.BuildTargetGroup.Lumin: +#endif case UnityEditor.BuildTargetGroup.PS4: case UnityEditor.BuildTargetGroup.Switch: case UnityEditor.BuildTargetGroup.tvOS: diff --git a/Assets/UXF/Scripts/EventSystemFallback.cs b/Assets/UXF/Scripts/EventSystemFallback.cs index d093d129..683c7b10 100644 --- a/Assets/UXF/Scripts/EventSystemFallback.cs +++ b/Assets/UXF/Scripts/EventSystemFallback.cs @@ -28,7 +28,11 @@ void Start() void CreateEventSystem() { +#if UNITY_6000 + if (FindFirstObjectByType() == null) +#else if (FindObjectOfType() == null) +#endif { var newEventSystem = Instantiate(eventSystemPrefab); newEventSystem.name = "EventSystem";