Unity功能——宏定义的使用

声明:本文为个人笔记,用于学习研究使用非商用,内容为个人研究及综合整理所得,若有违规,请联系,违规必改。


Unity功能——宏定义的使用



一.开发环境

Unity 版本无限制
VS 版本无限制


二.问题描述

仅在对应平台(PC/Android/IOS等)运行对应代码


三.宏的使用原理及代码格式.

实现原理:

添加对应宏定义,达到定义内代码在对应平台运行.

对应代码:

在函数(方法)内使用# if +对应宏为开头,以 #endif为结尾,可以使用elif /else等.

#if UNITY_EDITOR
    Debug.Log("Editor");
 
#elif UNITY_STANDALONE
    Debug.Log("UNITY_STANDLONE");
 
#elif UNITY_ANDROID||UNITYIOS
    Debug.Log("UNITY_ANDROID||UNITY_IOS");
 
#endif
   Debug.Log("DoubleTap");

如图一所示.

添加对应说明图片
图一

四.系统自带的宏关键词

Define 功能
UNITY_EDITOR Scripting symbol to call Unity Editor scripts from your game code.
UNITY_EDITOR_WIN Scripting symbol for Editor code on Windows.
UNITY_EDITOR_OSX Scripting symbol for Editor code on Mac OS X.
UNITY_EDITOR_LINUX Scripting symbol for Editor code on Linux.
UNITY_STANDALONE_OSX Scripting symbol to compile or execute code specifically for Mac OS X (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_WIN Scripting symbol for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_LINUX Scripting symbol for compiling/executing code specifically for Linux standalone applications.
UNITY_STANDALONE Scripting symbol for compiling/executing code for any standalone platform (Mac OS X, Windows or Linux).
UNITY_WII Scripting symbol for compiling/executing code for the Wii console.
UNITY_IOS Scripting symbol for compiling/executing code for the iOS platform.
UNITY_IPHONE 已弃用。改用 UNITY_IOS。
UNITY_ANDROID Scripting symbol for the Android platform.
UNITY_LUMIN Scripting symbol for the Magic Leap OS platform. You can also use PLATFORM_LUMIN.
UNITY_TIZEN Scripting symbol for the Tizen platform.
UNITY_TVOS Scripting symbol for the Apple TV platform.
UNITY_WSA Scripting symbol for Universal Windows Platform. Additionally, NETFX_CORE is defined when compiling C# files against .NET Core and using .NET scripting backend.
UNITY_WSA_10_0 Scripting symbol for Universal Windows Platform. Additionally WINDOWS_UWP is defined when compiling C# files against .NET Core.
UNITY_WEBGL Scripting symbol for WebGL.
UNITY_FACEBOOK Scripting symbol for the Facebook platform (WebGL or Windows standalone).
UNITY_ANALYTICS Scripting symbol for calling Unity Analytics methods from your game code. Version 5.2 and above.
UNITY_ASSERTIONS Scripting symbol for assertions control process.
UNITY_64 Scripting symbol for 64-bit platforms.

4.1中文版本(机翻):

在这里插入图片描述

五.自定义宏

除了默认的宏定义外,可以通过Unity自定义宏

5.1 Unity中自定义宏操作:

BuildSettings(Ctrl+Shift+B)——PlayerSettings——OtherSettings——Scripting Define Symbols
多个宏定义用 ; (分号)隔开;

在这里插入图片描述

注意事项:打包(构建)测试时,如果使用了测试才用的自定义宏,正版发布版本别忘了取消.

六.总结

保持饥饿,保持愚蠢.
这世界唯一能够相信的就是你付出的努力和你走过的路.

七.官网文档链接

宏定义官方文档链接
https://docs.unity3d.com/Manual/PlatformDependentCompilation.html

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