Unity3D平台依赖编译
来源:互联网 发布:手机勒索软件新闻 编辑:程序博客网 时间:2024/05/16 05:08
Platform Dependent Compilation
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:
Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:
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
Build Settings window with the WebPlayer Selected as Target platform. . This will bring the build settings window to select your target platform.Select the platform you want to test your precompiled code against and press the
button to tell Unity which platform you are targeting.Create a script and copy/paste this code:-
// JSfunction Awake() { #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 }// C#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 } }// Booimport UnityEngineclass PlatformDefines (MonoBehaviour): def Start (): ifdef UNITY_EDITOR: Debug.Log("Unity Editor") ifdef UNITY_IPHONE: Debug.Log("IPhone") ifdef UNITY_STANDALONE_OSX: Debug.Log("Stand Alone OSX") ifdef not UNITY_IPHONE: Debug.Log("not an iPhone")
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 http://msdn.microsoft.com/en-us/library/4xssyw96(v=vs.90).aspx.
In addition to the basic #if compiler directive, you can also use a multiway test in C# and JavaScript:-
#if UNITY_EDITOR Debug.Log("Unity Editor");#elif UNITY_IPHONE Debug.Log("Unity iPhone");#else Debug.Log("Any other platform");#endif
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:
As an example, if you include the single line “-define:UNITY_DEBUG
” in your smcs.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, .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
- Unity3D平台依赖编译
- Unity3D的Android移动之路之平台依赖编译
- 平台依赖编译
- Unity3d判断当前编译平台
- Unity3d依赖于平台的编译
- unity Platform Dependent Compilation(平台依赖编译)
- Unity3d 编译发布到安卓平台时出现的问题集
- Unity3d平台脚本预定义编译条件 Platform Dependent Compilation
- Oracle systimestamp 平台依赖
- Unity3d C#学习小结(五)[关于不同平台的条件编译]
- Unity3D通过预编译指令实现分平台编译(翻译)
- Unity3D通过预编译指令实现分平台编译(翻译)
- 移动平台unity3d优化
- Unity3D 判断所在平台
- Unity3D 平台预处理
- Unity3D平台的预处理
- 移动平台unity3d优化
- unity3d跨平台原理
- table中td内容换行上下间距怎么设置及换行
- 常用USB接口芯片
- Excel Sheet Column Number
- windows xp 木有声音
- u-boot-2014.10移植第29天----nand flash的SPL启动(一)
- Unity3D平台依赖编译
- Linux 下tomcat日志切分
- 从链表中移除重复节点
- 奇艺qsv文件转化
- android自定义permission简单实用手册
- JavaWeb工程中web.xml基本配置
- nui-sample实现从表操作,创建数据模型
- vs2005 "行号显示"设置(vs简单使用)
- Mac下如何查看电脑的IP和mac地址