Post Processing FX Generating Console Error on Build

I’ve been using several of the Limitless Distortion post processing effects bundles (limitless unity development - Asset Store) in my game, and haven’t had any issues while developing the game, but now that I’m ready to export the first demo build, I get the following sequence of compile errors when attempting to build:

I’m inferring from these errors that for some reason Unity isn’t incorporating one or more of the packages prepared scripts when building, but I’m just not sure how to go about correcting that.

I have reached out to the developer of course, but what with the pending holiday not sure how quickly they will respond, and would like to get my demo exported so that I can start beta testing shortly, so figured I’d see if anyone had any input.

Including the package documentation here - I read through it and didn’t see anything about setting it up for exporting the build, but maybe I missed something?
Documentation.txt (3.9 KB)

Ok, after some more digging I found this on another thread:

UnityEditor is only available when running the project inside the editor. You would have to find another way of saving your Prefab. You can save the information you need in PlayerPrefs and get rid of the UnityEditor namespace. Use UnityEngine.SceneManagement instead of UnityEditor.SceneManagement .

So more or less what I surmised, but unfortunately the solution for the issue on that thread with the SceneManagement namespace won’t work in my situation, since UnityEngine doesn’t have a namespace for EditorTools, which appears to be the root cause of my problem.

This is one of the scripts that utilizes the UnityEditor.EditorTools namespace. Any recommendations on how to adapt these scripts to not rely on that namespace would be greatly appreciated!
Distortion_7Volume2.cs.txt (1.6 KB)

Welp, after much digging and various forum posts, I found advice to use #if UNITY_EDITOR / #endif lines to skip over the codes that use the editor namespace, and that’s gotten the build compiling finally. Will need to go through the build once it’s finished exporting and see if the Post Processing FX are still working without those lines, but at least I’ve got it exporting now.