#if UNITY_EDITOR && UNITY_2018_1_OR_NEWER using UnityEngine; using UnityEditor; using UnityEditor.Build; namespace VLB { public class ActiveBuildTargetListener : IActiveBuildTargetChanged { public int callbackOrder { get { return 0; } } public void OnActiveBuildTargetChanged(BuildTarget previousTarget, BuildTarget newTarget) { Config.Instance.RefreshShaders(Config.RefreshShaderFlags.All); Config.Instance.SetScriptingDefineSymbolsForCurrentRenderPipeline(); GlobalMeshSD.Destroy(); Utils._EditorSetAllMeshesDirty(); } } } #endif