for (int i = 0; i < Mathf.Max(v1Parts.Length, v2Parts.Length); i++) { int v1Part = i < v1Parts.Length ? int.Parse(v1Parts[i]) : 0; int v2Part = i < v2Parts.Length ? int.Parse(v2Parts[i]) : 0;
// Current version private string currentVersion; install playeranimator version 099 or later better
Here's a simple example of how this feature could be implemented in a Unity project: for (int i = 0; i < Mathf
for (int i = 0; i < Mathf.Max(v1Parts.Length, v2Parts.Length); i++) { int v1Part = i < v1Parts.Length ? int.Parse(v1Parts[i]) : 0; int v2Part = i < v2Parts.Length ? int.Parse(v2Parts[i]) : 0;
// Current version private string currentVersion;
Here's a simple example of how this feature could be implemented in a Unity project: