官方文档网址:https://docs.unity3d.com/Manual/PlatformDependentCompilation.html
本文章转译自官方文档
Property: | Function: |
---|---|
UNITY_EDITOR | Unity编辑器 |
UNITY_EDITOR_WIN | Windows 操作系统. |
UNITY_EDITOR_OSX | macos操作系统 |
UNITY_STANDALONE_OSX | 专门为macos(包括Universal, PPC,Intel architectures)平台的定义 |
UNITY_STANDALONE_WIN | 专门为windows平台的定义 |
UNITY_STANDALONE_LINUX | 专门为Linux平台的定义 |
UNITY_STANDALONE | 独立平台 (Mac OS X, Windows or Linux). |
UNITY_WII | WII 游戏机平台 |
UNITY_IOS | iOS系统平台 |
UNITY_IPHONE | iPhone |
UNITY_ANDROID | android系统平台 |
UNITY_PS4 | ps4平台 |
UNITY_SAMSUNGTV | 三星TV平台 |
UNITY_XBOXONE | Xbox One 平台 |
UNITY_TIZEN | Tizen 平台 |
UNITY_TVOS | Apple TV 平台 |
UNITY_WSA | #define directive for Universal Windows Platform. Additionally, NETFX_CORE is defined when compiling C# files against .NET Core and using .NET scripting backend. |
UNITY_WSA_10_0 | #define directive for Universal Windows Platform. Additionally WINDOWS_UWP is defined when compiling C# files against .NET Core. |
UNITY_WINRT | UNITY_WSA. |
UNITY_WINRT_10_0 | UNITY_WSA_10_0 |
UNITY_WEBGL | #define directive for WebGL. |
UNITY_FACEBOOK | faceBook平台(WebGL or Windows standalone). |
UNITY_ADS | 调用广告方法,版本 5.2 以后 |
UNITY_ANALYTICS | 调用unity分析服务,版本5.2以后 |
UNITY_ASSERTIONS | 控制指令的过程 |
UNITY_5 | unity5版本, 包含所有的5.x.y版本 |
UNITY_5_0 | Unity5.0版本,包含所有的5.0.x版本 |
UNITY_5_0_1 | Unity5.0.1版本 |
代码实例C#:
// C# using UnityEngine; using System.Collections; public class PlatformDefines : MonoBehaviour { void Start () { #if UNITY_EDITOR Debug.Log("Unity Editor"); #endif #if UNITY_IOS Debug.Log("Iphone"); #endif #if UNITY_STANDALONE_OSX Debug.Log("Stand Alone OSX"); #endif #if UNITY_STANDALONE_WIN Debug.Log("Stand Alone Windows"); #endif } }
可以使用#if #elif
#if UNITY_EDITOR
Debug.Log("Unity Editor");
#elif UNITY_IOS
Debug.Log("Unity iPhone");
#else
Debug.Log("Any other platform");
#endif
可以自定义宏定义,打开Other Settings窗口,选择Player Settings > Scripting Define Symbols