Unity所在運行平臺的判斷

Unity所在平臺執行代碼的判斷(宏定義)
(由於不同設備下讀取StreamingAssets的絕對路徑前綴不同,所以有時需要判斷一下)

   #if UNITY_ANDROID  
        Debug.Log("這裏是安卓設備");  
    #endif  
     
    #if UNITY_IPHONE  
            Debug.Log("這裏是蘋果設備");  
    #endif  
     
    #if UNITY_STANDALONE_WIN  
            Debug.Log("我是從Windows的電腦上運行的");  
    #endif 
 //這個也可做判斷
 if (Application.platform == RuntimePlatform.Android || 
        Application.platform == RuntimePlatform.IPhonePlayer)
  {
  Debug.Log("執行代碼");
  }

名稱 描寫敘述
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_STANDALONE_LINUX Use this when you want to compile/execute code for Linux stand alone applications.
UNITY_STANDALONE Use this to compile/execute code for any standalone platform (Mac, Windows or Linux).
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 PlayStation 3 code.
UNITY_XBOX360 Platform define for executing Xbox 360 code.
UNITY_NACL Platform define when compiling code for Google native client (this will be set additionally to UNITY_WEBPLAYER).
UNITY_FLASH Platform define when compiling code for Adobe Flash.

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