Platform Defines

The platform defines that Unity supports for your scripts are:

   
Property: Function:
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 OSX.
UNITY_STANDALONE_OSX #define directive for compiling/executing code specifically for OS X (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_WIN #define directive for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_LINUX #define directive for compiling/executing code specifically for Linux standalone applications.
UNITY_STANDALONE #define directive for compiling/executing code for any standalone platform (OS X, Windows or Linux).
UNITY_WII #define directive for compiling/executing code for the Wii console.
UNITY_IOS #define directive for compiling/executing code for the iOS platform.
UNITY_IPHONE Deprecated. Use UNITY_IOS instead.
UNITY_ANDROID #define directive for the Android platform.
UNITY_PS3 #define directive for running PlayStation 3 code.
UNITY_PS4 #define directive for running PlayStation 4 code.
UNITY_SAMSUNGTV #define directive for executing Samsung TV code.
UNITY_XBOX360 #define directive for executing Xbox 360 code.
UNITY_XBOXONE #define directive for executing Xbox One code.
UNITY_TIZEN #define directive for the Tizen platform.
UNITY_TVOS #define directive for the Apple TV platform.
UNITY_WP_8 #define directive for Windows Phone 8.
UNITY_WP_8_1 #define directive for Windows Phone 8.1.
UNITY_WSA #define directive for Windows Store Apps. Additionally, NETFX_CORE is defined when compiling C# files against .NET Core.
UNITY_WSA_8_0 #define directive for Windows Store Apps when targeting SDK 8.0.
UNITY_WSA_8_1 #define directive for Windows Store Apps when targeting SDK 8.1.
UNITY_WSA_10_0 #define directive for Windows Store Apps when targeting Universal Windows 10 Apps. Additionally WINDOWS_UWP and NETFX_CORE are defined when compiling C# files against .NET Core.
UNITY_WINRT Equivalent to UNITY_WP_8 | UNITY_WSA.
UNITY_WINRT_8_0 Equivalent to UNITY_WP_8 | UNITY_WSA_8_0.
UNITY_WINRT_8_1 Equivalent to UNITY_WP_8_1 | UNITY_WSA_8_1. This is also defined when compiling against Universal SDK 8.1.
UNITY_WINRT_10_0 Equivalent to UNITY_WSA_10_0
UNITY_WEBGL #define directive for WebGL.
UNITY_ADS #define directive for calling Unity Ads methods from your game code. Version 5.2 and above.
UNITY_ANALYTICS #define directive for calling Unity Analytics methods from your game code. Version 5.2 and above.
UNITY_ASSERTIONS #define directive for assertions control process.

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 1 from the major release 2.6.
UNITY_3_0 Platform define for the major version of Unity 3.0.
UNITY_3_0_0 Platform define for the specific version 0 of Unity 3.0.
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 major version of Unity 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.

最新Unity3D系统宏地址:http://docs.unity3d.com/Documentation/Manual/PlatformDependentCompilation.html



Unity3D 系统宏的更多相关文章

  1. Objective-C中系统宏的用法总结

    先说一下本文中会提到的内容:##,__VA_ARGS__, __FILE__, __LINE__ , __FUNCTION__等 宏变量: 先举一个例子,会用到上面这些宏: #define mypri ...

  2. Ruby操作VBA的注意事项和技巧(2):宏里调用和控制窗体以及窗体上的控件、不同workbook之间的宏互相调用

    4.宏里调用并控制窗体以及窗体上的各种控件 1 Sub Criterion_Check() 2 If Workbooks.count = 0 Then '如果当前没有打开的工作薄的话需要发出警告 3 ...

  3. [原]Unity3D深入浅出 - 常见三维软件与Unity3D的单位比例

    Unity3d系统默认单位是米 Maya:Unity3D  1M:100M 3DMax:Unity3D 100M:1M Cinema 4D:Unity3D 1M:100M Lightwavew:Uni ...

  4. iOS:PrefixHeader / 头文件 / 宏定义(18-03-02更)

    宏定义,不一定放在PCH文件,可能放在一个.h文件,再用PCH包含进来. 1.屏幕尺寸 // 屏幕尺寸 #define kSCREEN_WIDTH [UIScreen mainScreen].boun ...

  5. C++通过宏定义判断操作系统及编译器

    INTRODUCTION: C++的编译环境千奇百怪,很多时候一些代码在某些编译环境下可用,一旦移到其他环境下,就会干脆Compile Error 对此,我们可以使用C++的宏定义来判断操作系统,从而 ...

  6. linux系统编程之进程(四)

    今天继续研究进程相关的东东,话不多说,进入正题: SIGCHLD: 关于它,之前章节的学习中已经用到了,具体可以参考博文:http://www.cnblogs.com/webor2006/p/3500 ...

  7. 痞子衡嵌入式:IAR内部C-SPY调试组件配套宏文件(.mac)用法介绍

    大家好,我是痞子衡,是正经搞技术的痞子.今天痞子衡给大家分享的是IAR内部C-SPY调试组件配套宏文件(.mac)用法. 痞子衡之前写过一篇 <JLink Script文件基础及其在IAR下调用 ...

  8. C语言之预处理

    这是2016年的最后一篇博客,年初定的计划是写12篇博客,每月一篇,1/3转载,2/3原创,看来是实现不了了! -- 题外话.今天要写的东西是C语言中的预处理器,我们常说的宏定义的用法.为什么要写这个 ...

  9. C/C++预处理指令#define,#ifdef,#ifndef,#endif…

    2016年12月29日更新: 今天查看以前文件的时候, 突然发现了#error 这个预处理指令.然后回想一下工作, 发现这个指令使用场景还是很多的.比如: 一个项目的模块儿之多,源文件之大,代码之多, ...

随机推荐

  1. IO中同步、异步与阻塞、非阻塞的区别

    一.同步与异步同步/异步, 它们是消息的通知机制 1. 概念解释A. 同步所谓同步,就是在发出一个功能调用时,在没有得到结果之前,该调用就不返回. 按照这个定义,其实绝大多数函数都是同步调用(例如si ...

  2. 51Nod 1079 中国剩余定理 Label:数论

    一个正整数K,给出K Mod 一些质数的结果,求符合条件的最小的K.例如,K % 2 = 1, K % 3 = 2, K % 5 = 3.符合条件的最小的K = 23.   Input 第1行:1个数 ...

  3. [知识点]计算几何I——基础知识与多边形面积

    // 此博文为迁移而来,写于2015年4月9日,不代表本人现在的观点与看法.原始地址:http://blog.sina.com.cn/s/blog_6022c4720102vxaq.html 1.前言 ...

  4. 【BZOJ】2115: [Wc2011] Xor

    http://www.lydsy.com/JudgeOnline/problem.php?id=2115 题意:给出一个n个点m条边的无向连通边加权图,求1-n的某条路径使得异或值最大(可以重复点可以 ...

  5. zip ubuntu使用

    http://www.cnblogs.com/daizhuacai/p/3174885.html 安装: sudo apt-get install zip 解压: unzip -d path file ...

  6. 在Javascript中监听flash事件(转)

    在Javascript中监听flash事件,其实有两种做法: 1.在特定的环境下(例如专门制作的flash),大家约定一个全局函数,然后在flash的事件中用ExternalInterface.cal ...

  7. asp.net分割字符串的几种方法

    在编写程序中,经常要用到分割的方法来处理一些字符串.这里总结了几种常用的分割方法:  1.最简单最常用的方法,以一个指定的字符进行的分割 string s="abcdeabcdeabcde& ...

  8. IE6及以上版本fixed问题解决方案,页面右下角固定页面,可以最大化、最小化、正规显示

    在窗口固定位置显示内容使用fixed,但是 IE 6 不支持,后来我搜了很多方法,都没有作用,后来类比着一个网站的代码,使用absolute .z-index解决了问题. 页面div结构: <d ...

  9. 李洪强iOS经典面试题133--UNIX常用命令

    可能碰到的iOS笔试面试题(3)--UNIX常用命令 做开发说用不到命令行,那肯定是不可能的.所以记住几个常用的命令还是很有用. cd 改变工作目录 pwd 输出当前工作目录的绝对路径在UNIX中要执 ...

  10. RecyclerView使用时遇到的问题

    一.概述 二.常见问题: 1.如何为RecyclerView的Item设置点击事件? 1.1 问题描述 类似于下列方法 RecyclerView.setOnItemClickListener(OnCl ...