【Unity各平台宏定义】

Unity各平台宏定义

对照表

定义
UNITY_EDITOR#define directive for calling Unity Editor scripts from your game code.
UNITY_EDITOR_WIN#define directive for Editor code on Windows.
UNITY_EDITOR_OSX#define directive for Editor code on Mac OS X.
UNITY_STANDALONE#define directive for compiling/executing code for any standalone platform (Mac OS X, Windows or Linux).
UNITY_STANDALONE_WIN#define directive for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_OSX#define directive for compiling/executing code specifically for Mac OS X (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_LINUX#define directive for compiling/executing code specifically for Linux standalone applications.
UNITY_ANDROID#define directive for the Android platform.
UNITY_IOS#define directive for compiling/executing code for the iOS platform.
UNITY_IPHONEDeprecated. Use UNITY_IOS instead.
UNITY_WEBGL#define directive for WebGL.
UNITY_WP_8_1#define directive for Windows Phone 8.1.
UNITY_PS4#define directive for running PlayStation 4 code.
UNITY_XBOXONE#define directive for executing Xbox One code.
UNITY_WII#define directive for compiling/executing code for the Wii console.
UNITY_SAMSUNGTV#define directive for executing Samsung TV code.

样例

using UnityEngine;
using System.Collections;

public class PlatformDefines : MonoBehaviour {

  void Start () {
    #if UNITY_EDITOR
        Debug.Log("Unity Editor");
    #elif UNITY_IOS
        Debug.Log("Unity iPhone");
    #else
        Debug.Log("Any other platform");
    #endif
  }

}
function Awake() {
  #if UNITY_EDITOR
    Debug.Log("Unity Editor");
  #endif
    
  #if UNITY_IPHONE
    Debug.Log("Iphone");
  #endif

  #if UNITY_STANDALONE_OSX
    Debug.Log("Stand Alone OSX");
  #endif

  #if UNITY_STANDALONE_WIN
    Debug.Log("Stand Alone Windows");
  #endif
}

另外我们也能够自定义宏定义,在PlayerSetting中定义:
[外链图片转存失败,源站可能有防盗链机制,建议将图片保存下来直接上传(img-FA4Y18Mk-1647666321528)(./images/1.png)]  
在上面的代码中加入:

#if CUSTOM_ITF  
        customMsg = "我自己定义了预编译";  
#endif  
        Debug.Log(customMsg);  

然后我们执行看下,你就能在控制台看见我们输出的信息了。

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