Unity各平台宏定义
属性 | 方法 |
---|---|
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. |
样例:
// C# 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 } }
// JS 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 }
【推荐】国内首个AI IDE,深度理解中文开发场景,立即下载体验Trae
【推荐】编程新体验,更懂你的AI,立即体验豆包MarsCode编程助手
【推荐】抖音旗下AI助手豆包,你的智能百科全书,全免费不限次数
【推荐】轻量又高性能的 SSH 工具 IShell:AI 加持,快人一步
· go语言实现终端里的倒计时
· 如何编写易于单元测试的代码
· 10年+ .NET Coder 心语,封装的思维:从隐藏、稳定开始理解其本质意义
· .NET Core 中如何实现缓存的预热?
· 从 HTTP 原因短语缺失研究 HTTP/2 和 HTTP/3 的设计差异
· 周边上新:园子的第一款马克杯温暖上架
· 分享 3 个 .NET 开源的文件压缩处理库,助力快速实现文件压缩解压功能!
· Ollama——大语言模型本地部署的极速利器
· DeepSeek如何颠覆传统软件测试?测试工程师会被淘汰吗?
· 使用C#创建一个MCP客户端