Doc/Unity各平台宏定义.md
| 宏 | 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_IPHONE | Deprecated. 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. |
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:
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。