Platform #define directives
The platform #define directives that Unity supports for your scripts are as follows:
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 OS X. |
UNITY_STANDALONE_OSX | #define directive for compiling/executing code specifically for Mac 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 (Mac 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_PS4 | #define directive for running PlayStation 4 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_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 | Same as UNITY_WSA. |
UNITY_WINRT_10_0 | Equivalent to UNITY_WSA_10_0 |
UNITY_WEBGL | #define directive for WebGL. |
UNITY_FACEBOOK | #define directive for the Facebook platform (WebGL or Windows standalone). |
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. |
From Unity 2.6.0 onwards, you can compile code selectively. The options available depend on the version of the Editor that you are working on. Given a version number X.Y.Z (for example, 2.6.0), Unity exposes three global #define directives in the following formats: UNITY_X, UNITY_X_Y and UNITY_X_Y_Z.
Here is an example of #define directives exposed in Unity 5.0.1:
UNITY_5 | #define directive for the release version of Unity 5, exposed in every 5.X.Y release. |
UNITY_5_0 | #define directive for the major version of Unity 5.0, exposed in every 5.0.Z release. |
UNITY_5_0_1 | #define directive for the minor version of Unity 5.0.1. |
Starting from Unity 5.3.4, you can compile code selectively based on the earliest version of Unity required to compile or execute a given portion of code. Given the same version format as above (X.Y.Z), Unity exposes one global #define in the format UNITY_X_Y_OR_NEWER, that can be used for this purpose.
The supported #define directives are:
ENABLE_MONO | Scripting backend #define for Mono. |
ENABLE_IL2CPP | Scripting backend #define for IL2CPP. |
ENABLE_DOTNET | Scripting backend #define for .NET. |
NETFX_CORE | Defined when building scripts against .NET Core class libraries on .NET. |
NET_2_0 | Defined when building scripts against .NET 2.0 API compatibility level on Mono and IL2CPP. |
NET_2_0_SUBSET | Defined when building scripts against .NET 2.0 Subset API compatibility level on Mono and IL2CPP. |
NET_4_6 | Defined when building scripts against .NET 4.x API compatibility level on Mono and IL2CPP. |
NET_STANDARD_2_0 | Defined when building scripts against .NET Standard 2.0 API compatibility level on Mono and IL2CPP. |
ENABLE_WINMD_SUPPORT | Defined when Windows Runtime support is enabled on IL2CPP and .NET. See Windows Runtime Support for more details. |
You use the DEVELOPMENT_BUILD #define to identify whether your script is running in a player which was built with the “Development Build” option enabled.
You can also compile code selectively depending on the scripting back-end.
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