Unity has a range of built-in scripting symbols which represent options that you can use in your scriptsA piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. More info
See in Glossary to selectively include or exclude portions of code from compilation. For more information on conditional compilation, refer to Conditional compilation.
Note: You can also refer to scripting symbols can as define symbols, preprocessor defines, or defines.
Unity automatically defines these scripting symbols for Universal Windows PlatformAn IAP feature that supports Microsoft’s In App Purchase simulator, which allows you to test IAP purchase flows on devices before publishing your application. More info
See in Glossary (UWP):
Scripting symbol | Description |
---|---|
UNITY_WINRT |
Defined on all scripts. |
UNITY_WSA |
Defined on all scripts. |
UNITY_WINRT_10_0 |
Defined on all scripts. |
UNITY_WSA_10_0 |
Defined on all scripts. |
ENABLE_IL2CPP |
Defined on all scripts when using IL2CPPA Unity-developed scripting back-end which you can use as an alternative to Mono when building projects for some platforms. More info See in Glossary scripting backendA framework that powers scripting in Unity. Unity supports three different scripting backends depending on target platform: Mono, .NET and IL2CPP. Universal Windows Platform, however, supports only two: .NET and IL2CPP. More info See in Glossary. |
WINDOWS_UWP |
Defined on all scripts when building for UWP. |
ENABLE_WINMD_SUPPORT |
Defined on all scripts when building for UWP. |