对照表如下:
UNITY_EDITOR Scripting symbol to call Unity Editor scripts from your game code.
UNITY_EDITOR_WIN Scripting symbol for Editor code on Windows.
UNITY_EDITOR_OSX Scripting symbol for Editor code on Mac OS X. UNITY_EDITOR_LINUX Scripting symbol for Editor code on Linux.
UNITY_STANDALONE_OSX Scripting symbol to compile or execute code specifically for Mac OS X (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_WIN Scripting symbol for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_LINUX Scripting symbol for compiling/executing code specifically for Linux standalone applications.
UNITY_STANDALONE Scripting symbol for compiling/executing code for any standalone platform (Mac OS X, Windows or Linux).
UNITY_WII Scripting symbol for compiling/executing code for the Wii console.
UNITY_IPHONE Deprecated. Use UNITY_IOS instead.
UNITY_ANDROID Scripting symbol for the Android platform.
UNITY_PS4 Scripting symbol for running PlayStation 4 code.
UNITY_XBOXONE Scripting symbol for executing Xbox One code.
UNITY_LUMIN Scripting symbol for the Magic Leap OS platform. You can also use PLATFORM_LUMIN. UNITY_TIZEN Scripting symbol for the Tizen platform. UNITY_TVOS Scripting symbol for the Apple TV platform.
UNITY_WSA Scripting symbol 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 Scripting symbol 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_ANALYTICS Scripting symbol for calling Unity Analytics methods from your game code. Version 5.2 and above.
UNITY_ASSERTIONS Scripting symbol for assertions control process.
UNITY_64 Scripting symbol for 64-bit platforms.
实战:
#if UNITY_EDITOR
platform ="hi,大家好,我是在unity编辑模式下";
#elif UNITY_XBOXONE
platform="hi,大家好,我在UNITY_XBOXONE平台";
#elif UNITY_IOS
platform="hi,大家好,我是IOS平台";
#elif UNITY_ANDROID
platform="hi,大家好,我是ANDROID平台";
#elif UNITY_STANDALONE_OSX
platform="hi,大家好,我是OSX平台";
#elif UNITY_STANDALONE_WIN
platform="hi,大家好,我是Windows平台";
#endif
Debug.Log("Current Platform:" + platform);
参考官方文档:http://docs.unity3d.com/Manual/PlatformDependentCompilation.html
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