原文地址:http://docs.unity3d.com/Manual/PlatformDependentCompilation.html
Unity3D通过预编译指令实现分平台编译(翻译)
Unity的这一功能被命名为“依赖于平台的编译”。这包含了一些预编译处理指令,让你可以专门的针对不同的平台分开编译和执行一段代码。
此外,你可以在编辑器下执行一些代码用于测试而不影响你编译到手机或者其他平台的代码。
平台定义:
Unity对您的脚本支持的平台定义有:
|
|
UNITY_EDITOR |
用于执行UnityEditor模式下的脚本的定义. |
UNITY_STANDALONE_OSX |
用于编译和执行专门针对Mac OS的代码的平台定义. |
UNITY_DASHBOARD_WIDGET |
为创建Dashboard widget工具的代码的平台定义. |
UNITY_STANDALONE_WIN |
专门为Windows的独立应用程序编译/执行代码的平台定义. |
UNITY_STANDALONE_LINUX |
专门为Linux的独立应用程序编译/执行代码的平台定义. |
UNITY_STANDALONE |
为任何平台的独立应用程序编译/执行代码的平台定义(包括Windows、Mac、Linux). |
UNITY_WEBPLAYER |
网页播放器的内容的平台定义 (这包括Windows和Mac的Web播放器的可执行文件). |
UNITY_WII |
专门为Wii游戏机编译和执行代码的平台定义. |
UNITY_IPHONE |
为iPhone平台的编译和执行代码的平台定义. |
UNITY_ANDROID |
为安卓平台的编译和执行代码的平台定义. |
UNITY_PS3 |
为PS3编译和执行代码的平台定义. |
UNITY_XBOX360 |
为XBOX360编译和执行代码的平台定义. |
UNITY_NACL |
为谷歌客户端编译和执行代码的平台定义. (这是对 UNITY_WEBPLAYER的补充). |
UNITY_FLASH |
为AdobeFlash编译和执行代码的平台定义. |
你也可以为了区分Unity引擎的不同版本有选择的编译代码.
目前支持的是:
UNITY_2_6 |
Unity 2.6的平台定义. |
UNITY_2_6_1 |
Unity 2.6.1的平台定义. |
UNITY_3_0 |
Unity 3.0的平台定义. |
UNITY_3_0_0 |
Unity 3.0.0的平台定义. |
UNITY_3_1 |
Unity 3.1的平台定义.. |
UNITY_3_2 |
Unity 3.2的平台定义. |
UNITY_3_3 |
Unity 3.3的平台定义. |
UNITY_3_4 |
Unity 3.4的平台定义. |
UNITY_3_5 |
Unity 3.5的平台定义. |
UNITY_4_0 |
Unity 4.0的平台定义. |
UNITY_4_0_1 |
Unity 4.0.1的平台定义. |
UNITY_4_1 |
Unity 4.1的平台定义. |
原文:
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:
Property: |
Function: |
UNITY_EDITOR |
Define for calling Unity Editor scripts from your game code. |
UNITY_EDITOR_WIN |
Platform define for editor code on Windows. |
UNITY_EDITOR_OSX |
Platform define for editor code on Mac OSX. |
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_FLASH |
Platform define when compiling code for Adobe Flash. |
UNITY_BLACKBERRY |
Platform define for a Blackberry10 device. |
UNITY_WP8 |
Platform define for Windows Phone 8. |
UNITY_METRO |
Platform define for Windows Store Apps (additionally NETFX_CORE is defined when compiling C# files against .NET Core). |
UNITY_WINRT |
Equivalent to UNITY_WP8 |UNITY_METRO |
Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:
|
UNITY_2_6 |
Platform define for the major version of Unity 2.6. |
UNITY_2_6_1 |
Platform define for specific version 2.6.1. |
UNITY_3_0 |
Platform define for the major version of Unity 3.0. |
UNITY_3_0_0 |
Platform define for specific version 3.0.0. |
UNITY_3_1 |
Platform define for major version of Unity 3.1. |
UNITY_3_2 |
Platform define for major version of Unity 3.2. |
UNITY_3_3 |
Platform define for major version of Unity 3.3. |
UNITY_3_4 |
Platform define for major version of Unity 3.4. |
UNITY_3_5 |
Platform define for major version of Unity 3.5. |
UNITY_4_0 |
Platform define for major version of Unity 4.0. |
UNITY_4_0_1 |
Platform define for specific version 4.0.1. |
UNITY_4_1 |
Platform define for major version of Unity 4.1. |
UNITY_4_2 |
Platform define for major version of Unity 4.2. |
UNITY_4_3 |
Platform define for major version of Unity 4.3. |
UNITY_4_5 |
Platform define for major version of Unity 4.5. |
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 . This will bring the build settings window to select your target platform.
Build Settings window with the WebPlayer Selected as 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:-
// JS
function Awake() {
Debug.Log("Unity Editor");
Debug.Log("Iphone");
Debug.Log("Stand Alone OSX");
Debug.Log("Stand Alone Windows");
}
// C
using UnityEngine;
using System.Collections;
public class PlatformDefines : MonoBehaviour {
void Start () {
Debug.Log("Unity Editor");
Debug.Log("Iphone");
Debug.Log("Stand Alone OSX");
Debug.Log("Stand Alone Windows");
}
}
// Boo
import UnityEngine
class 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, seehttp://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:
|
C# |
<Project Path>/Assets/smcs.rsp |
C# - Editor Scripts |
<Project Path>/Assets/gmcs.rsp |
UnityScript |
<Project Path>/Assets/us.rsp |
Boo |
<Project Path>/Assets/boo.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.