Unity所在运行平台的判断

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.

發表評論
所有評論
還沒有人評論,想成為第一個評論的人麼? 請在上方評論欄輸入並且點擊發布.
相關文章