PowenKo, Unity Tutorial 200,Platform , Platform Dependent Compilation,#if UNITY_IPHONE #else #endif

August 31, 2011   ·   0 Comments

</pre>
public string System_UNITY_DEVIC(){

string t_DEVIC="";

#if UNITY_EDITOR

t_DEVIC="UNITY_EDITOR";

#endif

&nbsp;

#if UNITY_IPHONE

t_DEVIC="UNITY_IPHONE";

#endif

&nbsp;

#if UNITY_STANDALONE_OSX

t_DEVIC="UNITY_STANDALONE_OSX";

#endif

&nbsp;

#if UNITY_STANDALONE_WIN

t_DEVIC="UNITY_STANDALONE_WIN";

#endif

#if UNITY_DASHBOARD_WIDGET

t_DEVIC="UNITY_DASHBOARD_WIDGET";

#endif

#if UNITY_WEBPLAYER

t_DEVIC="UNITY_WEBPLAYER";

#endif

#if UNITY_WII

t_DEVIC="UNITY_WII";

#endif

#if UNITY_ANDROID

t_DEVIC="UNITY_ANDROID";

#endif

#if UNITY_PS3

t_DEVIC="UNITY_PS3";

#endif

#if UNITY_XBOX360

t_DEVIC="UNITY_XBOX360";

#endif

return t_DEVIC;

}

&nbsp;

public string System_UnityVersion(){

&nbsp;

string t_UnityVersion="";

&nbsp;

#if UNITY_2_6

t_UnityVersion="UNITY_2_6";

#endif

#if UNITY_2_6_1

t_UnityVersion="UNITY_2_6_1";

#endif

#if UNITY_3_0

t_UnityVersion="UNITY_3_0";

#endif

#if UNITY_3_0_0

t_UnityVersion="UNITY_3_0_0";

#endif

#if UNITY_3_1

t_UnityVersion="UNITY_3_1";

#endif

#if UNITY_3_2

t_UnityVersion="UNITY_3_2";

#endif

#if UNITY_3_3

t_UnityVersion="UNITY_3_3";

#endif

#if UNITY_3_4

t_UnityVersion="UNITY_3_4";

#endif

#if UNITY_3_5

t_UnityVersion="UNITY_3_5";

#endif

return t_UnityVersion;

}
<pre>
		using UnityEngine;
using System.Collections;

public class PlatformDefines : MonoBehaviour {
  void Start () {

    #if UNITY_EDITOR
      Debug.Log("Unity Editor");
    #endif

    #if UNITY_IPHONE
      Debug.Log("Iphone");
    #endif

    #if UNITY_STANDALONE_OSX
	Debug.Log("Stand Alone OSX");
    #endif

    #if UNITY_STANDALONE_WIN
      Debug.Log("Stand Alone Windows");
    #endif

  }
}

Platform Dependent Compilation

Unity includes a feature named “Platform Dependent Compilation”. This consists of some preprocessor directives that let you divide 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:

UNITY_EDITOR Define for calling Unity Editor scripts from your game code.
UNITY_STANDALONE_OSX Platform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).
UNITY_DASHBOARD_WIDGET Platform define when creating code for Mac OS dashboard widgets.
UNITY_STANDALONE_WIN Use this when you want to compile/execute code for Windows stand alone applications.
UNITY_WEBPLAYER Platform define for web player content (this includes Windows and Mac Web player executables).
UNITY_WII Platform define for compiling/executing code for the Wii console.
UNITY_IPHONE Platform define for compiling/executing code for the iPhone platform.
UNITY_ANDROID Platform define for the Android platform.
UNITY_PS3 Platform define for running Play Station 3 code.
UNITY_XBOX360 Platform define for executing XBbox 360 code.

Note: These defines were introduced at version 3.0.

Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:

UNITY_2_6 Platform define for the major version of Unity 2.6.
UNITY_2_6_1 Platform define for specific version 1 from the major release 2.6.
UNITY_3_0 Platform define for the major version of Unity 3.0.
UNITY_3_0_0 Platform define for the specific version 0 of Unity 3.0.
UNITY_3_1 Platform define for the specific version 0 of Unity 3.1.
UNITY_3_2 Platform define for the specific version 0 of Unity 3.2.
UNITY_3_3 Platform define for the specific version 0 of Unity 3.3.
UNITY_3_4 Platform define for the specific version 0 of Unity 3.4.

reference:

http://unity3d.com/support/documentation/Manual/Platform%20Dependent%20Compilation.html
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