Unity平台判断

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本文原创发表在 http://wycode.cn/blog/

Unity 平台的判断包含编译时判断和运行时判断,总结如下:

编译时

    #if UNITY_EDITOR      Debug.Log("Unity Editor");    #endif    #if UNITY_IOS      Debug.Log("Iphone");    #endif    #if UNITY_STANDALONE_OSX    Debug.Log("Stand Alone OSX");    #endif    #if UNITY_STANDALONE_WIN      Debug.Log("Stand Alone Windows");    #endif

可以使用||&&进行组合

平台定义

  • UNITY_EDITOR
  • UNITY_EDITOR_WIN
  • UNITY_EDITOR_OSX
  • UNITY_STANDALONE_OSX
  • UNITY_STANDALONE_WIN
  • UNITY_STANDALONE_LINUX
  • UNITY_STANDALONE
  • UNITY_WII
  • UNITY_IOS
  • UNITY_IPHONE
  • UNITY_ANDROID
  • UNITY_PS4
  • UNITY_SAMSUNGTV
  • UNITY_XBOXONE
  • UNITY_TIZEN
  • UNITY_TVOS
  • UNITY_WP_8_1
  • UNITY_WSA
  • UNITY_WSA_8_1
  • UNITY_WSA_10_0
  • UNITY_WINRT
  • UNITY_WINRT_8_1
  • UNITY_WINRT_10_0
  • UNITY_WEBGL
  • UNITY_ADS
  • UNITY_ANALYTICS
  • UNITY_ASSERTIONS

官方文档:https://docs.unity3d.com/Manual/PlatformDependentCompilation.html

运行时

if(Application.platform == RuntimePlatform.WindowsWebPlayer){   Debug.Log("Windows Web Player");}

平台枚举

  • OSXEditor
  • OSXPlayer
  • WindowsPlayer
  • OSXDashboardPlayer
  • WindowsEditor
  • IPhonePlayer
  • Android
  • LinuxPlayer
  • LinuxEditor
  • WebGLPlayer
  • WSAPlayerX86
  • WSAPlayerX64
  • WSAPlayerARM
  • TizenPlayer
  • PSP2
  • PS4
  • XboxOne
  • SamsungTVPlayer
  • WiiU
  • tvOS
  • Switch

官方文档:https://docs.unity3d.com/ScriptReference/RuntimePlatform.html

本文原创发表在 http://wycode.cn/blog/

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