位置: 编程技术 - 正文

Unity3D平台依赖编译(unity3d 依赖注入)

编辑:rootadmin
Platform Dependent Compilation

推荐整理分享Unity3D平台依赖编译(unity3d 依赖注入),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:unity3dapi,unity依赖打包,unity assetbundle 依赖,unity3d 服务端,unity ab包依赖关系,unity3d服务器,unity bundle依赖,unity依赖打包,内容如对您有帮助,希望把文章链接给更多的朋友!

Unity includes a feature named “Platform Dependent Compilation”. This consists of some preprocessor directives that let you partition your scripts to compile and execute a section of code exclusively for one of the supported platforms.

Furthermore, you can run this code within the Editor, so you can compile the code specifically for your mobile/console and test it in the Editor!

Platform Defines

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_DASHBOARD_WIDGETPlatform define when creating code for Mac OS dashboard widgets.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_IPHONEPlatform define for compiling/executing code for the iPhone platform.UNITY_ANDROIDPlatform define for the Android platform.UNITY_PS3Platform define for running PlayStation 3 code.UNITY_XBOXPlatform define for executing Xbox code.UNITY_FLASHPlatform define when compiling code for Adobe Flash.UNITY_BLACKBERRYPlatform define for a Blackberry device.UNITY_WP8Platform define for Windows Phone 8.UNITY_METROPlatform define for Windows Store Apps (additionally NETFX_CORE is defined when compiling C# files against .NET Core).UNITY_WINRTEquivalent to UNITY_WP8 |UNITY_METRO

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.

Note: For versions before 2.6.0 there are no platform defines as this feature was first introduced in that version.

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 on File -> 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 the Switch Editor button to tell Unity which platform you are targeting.

Create a script and copy/paste this code:-

Unity3D平台依赖编译(unity3d 依赖注入)

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, see addition to the basic #if compiler directive, you can also use a multiway test in C# and JavaScript:-

However, Boo currently supports only the ifdef directive.

Platform Custom Defines

It is also possible to add to the built-in selection of defines by supplying your own. In the Other 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.rspBoo<Project Path>/Assets/boo.rsp

As an example, if you include the single line “-define:UNITY_DEBUG” in your smcs.rsp file the define UNITY_DEBUGwill 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, .cs or .boo) 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.

原文地址点击这里

物理引擎——刚体Rigidbody(一) 一、如果添加刚体组件菜单Component下的Phsics-Rigidbody添加刚体组件Rigidbody.添加了刚体组件的物体才能够受到物理引擎的影响,比如受到重力坠落。二、刚

unity射击游戏:超萌射手(3)怪物生成和射击逻辑 前言本文由作者@zx一路飞奔出品,转载请注明出处文章地址:

unity学习之难题解决 unity学习,希望我的博客能给喜欢unity的朋友带来帮助今天做项目主要做了连接数据库,并且数要插入数据库表中,但我做的时候数据库连接是连接上了

标签: unity3d 依赖注入

本文链接地址:https://www.jiuchutong.com/biancheng/378807.html 转载请保留说明!

上一篇:unity3d shader之Julia集和Mandelbrot集绘制美丽图案 (二)

下一篇:物理引擎——刚体Rigidbody(一)(物理引擎演示)

  • 小规模纳税人收普票和专票有什么区别
  • 房地产零税率
  • 企业所得税和增值税重复收税了吗
  • 家具厂投入多少钱
  • 对公户取备用金怎么取
  • 发票税号不对还能报销吗
  • 代收款需要开票吗
  • 增值税发票税控开票软件怎么下载
  • 打印复印费的明细怎么开?
  • 福利费的支出要求及标准
  • 销售金银首饰交什么税
  • 股票投资收益是指投资者从购入股票开始到出售为止整
  • 工程成本控制方法
  • 个体工商户收到发票怎么做账
  • 实收资本取出来要交税吗?
  • 长期待摊费用当月增加当月摊销吗
  • 酱菜税率是多少
  • 办公设备的税收编码
  • 住宿费增值税怎么算
  • 免税投资背后的风险,你都清楚吗?
  • 小微企业发放工资做账
  • 企业承担社保
  • 土地契税及印花税缴纳规定
  • 稽查查补是什么意思
  • 存货盘亏应该计什么科目
  • 不得抵扣进项税额是交税还是不交
  • windos10不显示桌面
  • 鸿蒙系统字体不太好看
  • 结算起点为
  • ZF框架实现发送邮件的方法
  • 汽车费用怎么做账
  • 关于怀孕在线咨询
  • uni app
  • 利息费用可扣除什么
  • 董事会会费应计什么科目
  • laravel phpstudy
  • php单链表使用场景
  • 基于stm32的小游戏
  • springboot集成clickhouse
  • 购进商品的运费怎么算
  • 商业积分消费模式
  • 捐赠利得计入营业外收入吗?
  • 销货退回与折让的关系
  • python socketio
  • 房企预缴增值税
  • 怎样增加资产负债率
  • sql server row_number over
  • mongodb 教程
  • 商业折扣应该怎么计算
  • 别人公司过账用自己的银行卡会查吗
  • 暂估成本账务处理
  • 管家婆怎样月末结账?
  • 研发费用允许加计扣除的标准
  • 递延收益按多少折算
  • 实收资本 增加
  • 票据比例
  • 存货的发出计价方法有哪些
  • 计提社保公积金的账务处理
  • 员工给兄弟公司的感谢信
  • 建筑业成本必须分别核算么
  • 公司不报税会怎样法人有责任么
  • Windows Server 2008如何改动服务器名称与管理员密码?
  • win10系统回收站在哪
  • imjpmig是什么进程
  • 无法登录所请求的数据库 用户sa登录失败
  • centos7搭建frp
  • awk中使用sed
  • 添加或删除程序在哪win10
  • win7系统运行卡怎么办
  • Win10更新后浏览器不能联网怎么办
  • linux搭建chia
  • 用python分析csv文件
  • jquery easy ui
  • 山东税务社保费用缴纳
  • 河南地税网上个税怎么交
  • 税务询问笔录属于什么证据
  • 百旺金赋跨月专票作废
  • 福建省运会2022年
  • 3.5排量的车船税多少钱
  • 9月份公积金什么时候扣
  • 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