To do this you must add a text file with the extra directives to the “Assets/” folder.
The name of the file depends on the language you are using, and the extension is will exist as a global define for C# scripts, except for Editor scripts.
Every time you make changes to files you will need to recompile for them to be effective.
You can do this by updating or reimporting a single script (.js, or .boo) file.
And if you write your own shaders, we’ve added support for sending custom data to particle system vertex shaders.
We are going to show a small example of how to use the precompiled code.
Support for Microsoft Holographic is now shipping with Unity 5.5.
We also improved the workflow by bringing Holographic Emulation right into the Unity Editor.
But it also works with 2D Toolkit and can render skeletons using TK2D's texture atlas system.
To enable this, open Unity's tab, you can enable TK2D.
If you are not familiar with programming in C# and using Unity in general, we recommend watching the official Unity Tutorials first.