Unity所在平台执行代码的判断(宏定义)
(由于不同设备下读取StreamingAssets的绝对路径前缀不同,所以有时需要判断一下)
#if UNITY_ANDROID
Debug.Log("这里是安卓设备");
#endif
#if UNITY_IPHONE
Debug.Log("这里是苹果设备");
#endif
#if UNITY_STANDALONE_WIN
Debug.Log("我是从Windows的电脑上运行的");
#endif
//这个也可做判断
if (Application.platform == RuntimePlatform.Android ||
Application.platform == RuntimePlatform.IPhonePlayer)
{
Debug.Log("执行代码");
}
名称 描写叙述
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.