private static void MakeProject(DeploymentPlatform platform)
    {
        EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes;

        if (platform == DeploymentPlatform.DEVELOPMENT)
        {
            // [email protected]
            // tu można na spokojnie zmieniac to co sie dziac powinno w opcjonalnym
            // setupie scen z postfixem w postaci liter.

            /*
             * scenes [1].enabled = false;
             * scenes [2].enabled = false;
             * scenes [3].enabled = false;
             * scenes [4].enabled = true;
             */

            // jako przyklad usuwam wszystkie pozostale flagi platform ustawiajac nowa biezaca

            // PlayerSettings.virtualRealitySupported = false;
            //ScriptDefinesHelperEditor.RemoveDefine (BuildTargetGroup.Standalone, ProjectBuildDefines.PLATFORM_GEARVR);
            ScriptDefinesHelperEditor.AddDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.PLATFORM_DEVELOPMENT);
        }

        EditorBuildSettings.scenes = scenes;

        Debug.Log("PlatformChanger : Changed Platform to [" + platform + "]");
    }
 public static bool ValidateDisabledDebugTools()
 {
     if (!ScriptDefinesHelperEditor.ContainsDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.DEBUG_TOOLS))
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
 public static bool ValidateDisabledGameplayLog()
 {
     if (!ScriptDefinesHelperEditor.ContainsDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.LOG_GAMEPLAY))
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
 public static bool ValidateEnabledEngineLog()
 {
     if (ScriptDefinesHelperEditor.ContainsDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.LOG_ENGINE))
     {
         return(false);
     }
     else
     {
         return(true);
     }
 }
 public static void DisableDebugTools()
 {
     ScriptDefinesHelperEditor.RemoveDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.DEBUG_TOOLS);
 }
 public static void DisableGameplayLog()
 {
     ScriptDefinesHelperEditor.RemoveDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.LOG_GAMEPLAY);
 }
 public static void DisableEngineLog()
 {
     ScriptDefinesHelperEditor.RemoveDefine(BuildTargetGroup.Standalone, ProjectBuildDefines.LOG_ENGINE);
 }