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Platform Dependent Compilation

Platform Defines

The platform defines that Unity supports for your scripts are:

Property: Function:
UNITY_EDITOR Define for calling Unity Editor scripts from your game code.
UNITY_EDITOR_WIN Platform define for editor code on Windows.
UNITY_EDITOR_OSX Platform define for editor code on Mac OSX.
UNITY_STANDALONE_OSX Platform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).
UNITY_DASHBOARD_WIDGET Platform define when creating code for Mac OS dashboard widgets.
UNITY_STANDALONE_WIN Use this when you want to compile/execute code for Windows stand alone applications.
UNITY_STANDALONE_LINUX Use this when you want to compile/execute code for Linux stand alone applications.
UNITY_STANDALONE Use this to compile/execute code for any standalone platform (Mac, Windows or Linux).
UNITY_WEBPLAYER Platform define for web player content (this includes Windows and Mac Web player executables).
UNITY_WII Platform define for compiling/executing code for the Wii console.
UNITY_IPHONE Platform define for compiling/executing code for the iPhone platform.
UNITY_ANDROID Platform define for the Android platform.
UNITY_PS3 Platform define for running PlayStation 3 code.
UNITY_XBOX360 Platform define for executing Xbox 360 code.
UNITY_FLASH Platform define when compiling code for Adobe Flash.
UNITY_BLACKBERRY Platform define for a Blackberry10 device.
UNITY_WP8 Platform define for Windows Phone 8.
UNITY_METRO Platform define for Windows Store Apps (additionallyNETFX_CORE is defined when compiling C# files against .NET Core).
UNITY_WINRT Equivalent to UNITY_WP8 |UNITY_METRO

Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:

 
UNITY_2_6 Platform define for the major version of Unity 2.6.
UNITY_2_6_1 Platform define for specific version 2.6.1.
UNITY_3_0 Platform define for the major version of Unity 3.0.
UNITY_3_0_0 Platform define for specific version 3.0.0.
UNITY_3_1 Platform define for major version of Unity 3.1.
UNITY_3_2 Platform define for major version of Unity 3.2.
UNITY_3_3 Platform define for major version of Unity 3.3.
UNITY_3_4 Platform define for major version of Unity 3.4.
UNITY_3_5 Platform define for major version of Unity 3.5.
UNITY_4_0 Platform define for major version of Unity 4.0.
UNITY_4_0_1 Platform define for specific version 4.0.1.
UNITY_4_1 Platform define for major version of Unity 4.1.
UNITY_4_2 Platform define for major version of Unity 4.2.
UNITY_4_3 Platform define for major version of Unity 4.3.
UNITY_4_5 Platform define for major version of Unity 4.5.

Note: For versions before 2.6.0 there are no platform defines as this feature was first introduced in that version.

Platform Custom Defines

It is also possible to add to the built-in selection of defines by supplying your own. In the Other Settingspanel of the Player Settings, you will see the Scripting Define Symbols textbox.



Global Custom Defines

You can define your own preprocessor directives to control which code gets included when compiling. 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 .rsp:

 
C# <Project Path>/Assets/smcs.rsp
C# - Editor Scripts <Project Path>/Assets/gmcs.rsp
UnityScript <Project Path>/Assets/us.rsp
Boo <Project Path>/Assets/boo.rsp

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