Unity automatically defines certain scripting symbols based on the version of the Editor that you are currently using. Given a version number X.Y.Z (for example, 2024.4.14), Unity exposes three global scripting symbols in the following formats: UNITY_X, UNITY_X_Y and UNITY_X_Y_Z. Here is an example … Meer weergeven Unity automatically defines certain scripting symbols based on the authoring and build target platform. These are as follows: Meer weergeven Below is an example of how to use the precompiled code. It prints a message that depends on the platform you have selected for your target build. First of all, select the … Meer weergeven Web17 jan. 2024 · Unity支持脚本的平台#define指令如下: 测试用例 JS测试代码如下: // JS function Awake () { # if UNITY_EDITOR De bug.Log ( " --- Unity Editor" ); #endif # if …
Unity ToLua 中Update的調用流程 - 台部落
Web30 jul. 2024 · Editor only fields using #if UNITY_EDITOR documentation Alex-Chouls Joined: Mar 24, 2009 Posts: 2,583 I'm trying to get a definitive answer on if this is … Web29 mrt. 2024 · 用#undef UNITY_EDITOR可以取消unity预定义的UNITY_EDITOR宏,这样就可以让代码在编译器环境下直接进入非编译器环境的代码块。 #undef UNITY_EDITOR … research learning
Unity预处理指令 - 简书
Web3 jun. 2024 · Unity’s Platform Dependent Compilation feature consists of some preprocessor directives that let you partition your scripts A piece of code that allows you … Web1.首先註冊Lua中的update函數 LuaState.cs 其中的OpenBaseLuaLibs() public void Start() { #if UNITY_EDITOR WebDebug.Log("这是Windows平台。。。");#endif#if UNITY_STANDALONE_OSX Debug.Log("这是OSX平台。。。");#endif} 以测试iOS为例,将Unity中编辑器中的Platform设置为iOS,注意编译后Unity会将非当前平台下的代码置灰,其实就是没有参与编译(Shift+F12找不到相关代码),编译结果与输出 ... pro shop gift card