位置: 编程技术 - 正文

Unity区分平台编译(unity分发平台)

编辑:rootadmin
&#;&#;Platform Defines

推荐整理分享Unity区分平台编译(unity分发平台),希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:unity的gui,unity的gui,unity的platforms,unity分工,unity 分成,unity 分成,unity的gui,unity分工,内容如对您有帮助,希望把文章链接给更多的朋友!

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:-

Unity区分平台编译(unity分发平台)

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 Defines

It 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 Defines

You 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.rsp

As 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

标签: unity分发平台

本文链接地址:https://www.jiuchutong.com/biancheng/369308.html 转载请保留说明!

上一篇:UNITY 4.6.4 发行说明 中文版(unity4.1)

下一篇:mac下双开unity(macos unity)

  • 抄税 报税 清卡
  • 新公司三个月没有录入职员
  • 内蒙古注册税务师协会
  • 全成本核算优缺点
  • 设备转产需要停止折旧吗
  • 税款必须要15号之前交吗
  • 无形资产摊销月底最后一天怎么算
  • 国外酒店打印的住宿单可以入账吗
  • 电子承兑被拒付(可拒付追索)
  • 企业利润表的主要内容
  • 有期末留抵税额增值税和附税还用计提和缴纳吗
  • 联合开发合作模式
  • 当月没有销售需要结转成本吗
  • 一般纳税人税控维护费怎么填报
  • 企业借款给个人合法吗
  • 公司向个人租赁设备
  • 销项在借方还是贷方
  • 简易征收货物的运费
  • 坏账准备怎么冲回
  • 发票上折扣怎么记账
  • 建筑行业挂靠什么意思
  • 小规模核定销售额是什么意思
  • win11玩游戏怎样
  • 新版edge浏览器如何打开ie浏览器
  • 资产置换会计准则
  • 事业单位自筹什么意思
  • 计提本月应付的租金
  • 提升一下网速
  • php快递查询系统
  • php做
  • 补交上一年度的企业所得税费用的分录
  • 微软告诉你
  • 高新企业认定后研发费用比例
  • Win11 Build 22449.1000 预览版发布(附更新修复已知问题汇总)
  • 采购物资发生什么费用
  • 持有至到期投资减值准备
  • 实际收到的货款怎么做账
  • 应收账款保理的主要意图在于
  • 购买农产品没有发票入帐怎么办
  • php产品
  • 【机器学习】支持向量回归
  • mysql表中数据
  • chage -l命令
  • 出口免税和退税的区别
  • 发票章丢了会不会有事
  • 发票有别的字迹有影响吗
  • 净值是原值减去折旧吗?
  • 会计凭证分为几个部分包括哪些内
  • 小规模纳税人适用5%的税率是什么
  • 电子承兑背书一般多久到账
  • 建安行业外地预审要多久
  • 增值税普票遗失可以补开吗
  • 出口货物退货需要交税吗
  • 发票抬头注意事项
  • 资产减值损失审计程序是什么
  • 其他资本公积是利得吗
  • 营业执照经营范围怎么变更
  • 财务人员需要填报的报表有哪些
  • 仓库记录
  • mysql优化的几种方法
  • centOS7安装MySQL数据库
  • mysql事务用法
  • win8创建密码
  • 禁用windows键快捷键
  • freebsd怎么用
  • 如何给windowsXP磁盘加密码
  • 怎么判断电脑windows几
  • win10预览版好吗
  • 使用NGUI发布报错的解决方案
  • html中dt
  • unity开发用什么电脑比较好
  • opengl深度值与z值
  • material design怎么用
  • settimeout和setinterval在安卓机无效
  • javascript函数用法
  • java多线程产生死锁
  • javascript的主要功能
  • 企业招用退役士兵
  • 支付宝申领失业金申请审核多久
  • 广州市国家税务局稽查局举报中心
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设