Fix: guard editor-only gaze evaluation call for player builds

ScheduleEditorFinalEvaluation is defined under UNITY_EDITOR but was
called unguarded in ProcessFrame, breaking player builds with CS0103.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
KINDNICK 2026-07-27 12:23:01 +09:00
parent b818e72c75
commit 26c578416f
3 changed files with 7 additions and 1 deletions

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@ -1,5 +1,9 @@
# Changelog
## 0.1.4
- Fixed player build compile error: `ScheduleEditorFinalEvaluation` call in `BlendshapeGazeMixerBehaviour.ProcessFrame` was not wrapped in `#if UNITY_EDITOR`.
## 0.1.1 - Unreleased
- Added the direct TextMeshPro and Timeline assembly references required by the subtitle editor API.

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@ -169,6 +169,7 @@ namespace Streamingle.Gaze
hasSubmittedState = true;
hasProcessedFrame = true;
#if UNITY_EDITOR
if (!Application.isPlaying)
{
// Evaluate after the whole Timeline graph has applied its animation
@ -176,6 +177,7 @@ namespace Streamingle.Gaze
// and facial blendshape baseline from this frame.
ScheduleEditorFinalEvaluation(driver);
}
#endif
}
public override void OnGraphStop(Playable playable)

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@ -1,7 +1,7 @@
{
"name": "com.streamingle.utilities",
"displayName": "Streamingle Utilities",
"version": "0.1.3",
"version": "0.1.4",
"unity": "6000.0",
"description": "Reusable Streamingle runtime components and Unity editor utilities.",
"keywords": [