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The platform defines that Unity supports for your scripts are:
Property:Function:UNITY_EDITORDefine for calling Unity Editor scripts from your game code.UNITY_EDITOR_WINPlatform define for editor code on Windows.UNITY_EDITOR_OSXPlatform define for editor code on Mac OSX.UNITY_STANDALONE_OSXPlatform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).UNITY_STANDALONE_WINUse this when you want to compile/execute code for Windows stand alone applications.UNITY_STANDALONE_LINUXUse this when you want to compile/execute code for Linux stand alone applications.UNITY_STANDALONEUse this to compile/execute code for any standalone platform (Mac, Windows or Linux).UNITY_WEBPLAYERPlatform define for web player content (this includes Windows and Mac Web player executables).UNITY_WIIPlatform define for compiling/executing code for the Wii console.UNITY_IOSPlatform define for compiling/executing code for the iOS platform.UNITY_IPHONEDeprecated. Use UNITY_IOS instead.UNITY_ANDROIDPlatform define for the Android platform.UNITY_PS3Platform define for running PlayStation 3 code.UNITY_PS4Platform define for running PlayStation 4 code.UNITY_XBOXPlatform define for executing Xbox code.UNITY_XBOXONEPlatform define for executing Xbox One code.UNITY_BLACKBERRYPlatform define for a Blackberry device.UNITY_WP8Platform define for Windows Phone 8.UNITY_WP8_1Platform define for Windows Phone 8.1.UNITY_WSAPlatform define for Windows Store Apps (additionally NETFX_CORE is defined when compiling C# files against .NET Core).UNITY_WSA_8_0Platform define for Windows Store Apps when targeting SDK 8.0.UNITY_WSA_8_1Platform define for Windows Store Apps when targeting SDK 8.1.UNITY_WINRTEquivalent to UNITY_WP8 | UNITY_WSA.UNITY_WINRT_8_0Equivalent to UNITY_WP8 | UNITY_WSA_8_0.UNITY_WINRT_8_1Equivalent to UNITY_WP_8_1 | UNITY_WSA_8_1. It’s also defined when compiling against Universal SDK 8.1.UNITY_WEBGLPlatform define for WebGL.Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:
UNITY_2_6Platform define for the major version of Unity 2.6.UNITY_2_6_1Platform define for specific version 2.6.1.UNITY_3_0Platform define for the major version of Unity 3.0.UNITY_3_0_0Platform define for specific version 3.0.0.UNITY_3_1Platform define for major version of Unity 3.1.UNITY_3_2Platform define for major version of Unity 3.2.UNITY_3_3Platform define for major version of Unity 3.3.UNITY_3_4Platform define for major version of Unity 3.4.UNITY_3_5Platform define for major version of Unity 3.5.UNITY_4_0Platform define for major version of Unity 4.0.UNITY_4_0_1Platform define for specific version 4.0.1.UNITY_4_1Platform define for major version of Unity 4.1.UNITY_4_2Platform define for major version of Unity 4.2.UNITY_4_3Platform define for major version of Unity 4.3.UNITY_4_5Platform define for major version of Unity 4.5.UNITY_4_6Platform define for major version of Unity 4.6.UNITY_5_0Platform define for major version of Unity 5.0.Note: For versions before 2.6.0 there are no platform defines as this feature was first introduced in that version.
You can also use the DEVELOPMENT_BUILD define to identify whether your script is running in a player which was built with the “Development Build” option enabled.
Testing precompiled code.We are going to show a small example of how to use the precompiled code. This will simply print a message that depends on the platform you have selected to build your target.
First of all, select the platform you want to test your code against by clicking onFile -> Build Settings. This will bring the build settings window to select your target platform.
Build Settings window with the WebPlayer Selected as Target platform.Select the platform you want to test your precompiled code against and press theSwitch Platform button to tell Unity which platform you are targeting.
Create a script and copy/paste this code:-
Then, depending on which platform you selected, one of the messages will get printed on the Unity console when you press play.
Note that in C# you can use a CONDITIONAL attribute which is a more clean, less error-prone way of stripping out functions, addition to the basic #if compiler directive, you can also use a multiway test in C# and JavaScript:-
Platform Custom DefinesIt is also possible to add to the built-in selection of defines by supplying your own. In theOther Settings panel of the Player Settings, you will see the Scripting Define Symbols textbox.
Here, you can enter the names of the symbols you want to define for that particular platform, separated by semicolons. These symbols can then be used as the conditions for#if directives just like the built-in ones.
Global Custom DefinesYou can define your own preprocessor directives to control which code gets included when compiling. To do this you must add a text file with the extra directives to the “Assets/” folder. The name of the file depends on the language you are using, and the extension is .rsp:
C#<Project Path>/Assets/smcs.rspC# - Editor Scripts<Project Path>/Assets/gmcs.rspUnityScript<Project Path>/Assets/us.rspAs an example, if you include the single line “-define:UNITY_DEBUG” in yoursmcs.rsp file the define UNITY_DEBUG will exist as a global define for C# scripts, except for Editor scripts.
Every time you make changes to .rsp files you will need to recompile for them to be effective. You can do this by updating or reimporting a single script (.js or .cs) file.
If you want to modify only global defines, you should use Scripting Define Symbols in Player Settings, because this will cover all the compilers. If you choose the .rsp files instead, you’ll have to provide one file for every compiler Unity uses, and you won’t know when one or another compiler is used.
The use of the .rsp files is described in the help section of the smcs application which is included in the Editor installation folder. You can get more information by running “smcs -help”. Also, bear in mind the .rsp file needs to match the compiler being invoked. For example, when targeting the web player,smcs is used with smcs.rsp; when targeting standalone players, gmcs is used with gmcs.rsp; when targeting MS compiler, csc is used with csc.rsp; and so on.
mac下双开unity 1.设置edit-preferences-General-alwaysshowprojectwizard2.打开终端,复制粘帖/Applications/Unity/Unity.app/Contents/MacOS/Unity;exit;回车即可
游戏新手引导前后端代码设计2个要点 新手引导很多游戏都有。但是有的做的却不是那么如意。有时候引导卡死,却找不到问题。其实很多时候和设计的机制有关。本文假设引导是一种强制
Unity3D开发 - 生成unitypackage包 Unity3D中将需要用到的sdk打包出来,其他任何需要使用的APP,只要双击*.unitypackage包文件,即可将sdk导入Unity3D工程,相当方便。下面讲解步骤1.选择Assets-E
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