static void BeforeSceneLoad() { // Debug.Log("BeforeSceneLoad"); SystemConsoleToUnityLogRedirector.Setup(); try { DestroyExistingMainThreadIfNeeded(); } catch (Exception e) { Debug.Log(e); } MainThread.instance.enabled = true; // Called to init main thread if not yet done by other logic }
static void Setup() { Log.instance = new LogToUnityDebugLog(); SystemConsoleToUnityLogRedirector.Setup(); var initMainThread = MainThread.instance; IoC.inject.SetSingleton <EnvironmentV2, EnvironmentV2Unity>(new EnvironmentV2Unity(), true); IoC.inject.SetSingleton <RestFactory, UnityRestFactory>(new UnityRestFactory(), true); EventBus.instance.Publish(UNITY_SETUP_DONE); }
static void BeforeSceneLoad() { Debug.Log("BeforeSceneLoad"); SystemConsoleToUnityLogRedirector.Setup(); try { DestroyExistingMainThreadIfNeeded(); } catch (Exception e) { Debug.Log(e); } }