Version: Unity 6 Beta (6000.0)
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Special folders and script compilation order
Custom scripting symbols

Conditional Compilation

Unity’s support for the C# language includes the use of directives, which allow you to selectively include or exclude code from compilation, based on whether certain scripting symbols are defined or not defined.

For more information on how these directives work in C#, refer to Microsoft’s documentation on C# preprocessor directives.

Unity has a range of built-in scripting symbols 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 sections of code from compilation. For example, the built-in scripting symbol that’s set when a Player is built for Windows standalone platform is UNITY_STANDALONE_WIN. You can check whether this symbol is defined using a special type of if statement using the following query:

#if UNITY_STANDALONE_WIN

  Debug.Log("Standalone Windows");

#endif

The hash (#) character in front of if and endif indicates that these statements are directives that are handled during the compilation process, rather than at runtime.

In the above example, the Debug line is only included for compilation in the Windows standalone build of the project. When compiled in the Unity Editor or in other target builds, it’s omitted entirely. This is different to using a regular if .. then .. else structure, which might only bypass the execution of certain part of code at runtime.

There are several built-in scripting symbols which allow you to selectively compile or omit code based on the selected Platform, the Editor Version, and other system environment scenarios.

In addition, you can define your own scripting symbols either using the Unity Editor UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary
, via scripting, or via an asset file, which allows you to control compilation of portions of your code based on arbitrary definitions. For more information, check Custom scripting symbols.

Note: Scripting symbols are also referred to as define symbols,preprocessor defines, or just defines.

Platform scripting symbols

Unity automatically defines certain scripting symbols based on the authoring and build target platform. These are as follows:

Define Function
UNITY_EDITOR Scripting symbol to call Unity Editor scripts from your game code.
UNITY_EDITOR_WIN Scripting symbol for Editor code on Windows.
UNITY_EDITOR_OSX Scripting symbol for Editor code in macOS.
UNITY_EDITOR_LINUX Scripting symbol for Editor code on Linux.
UNITY_EMBEDDED_LINUX Scripting symbol for embedded Linux.
UNITY_QNX Scripting symbol for QNX.
UNITY_STANDALONE_OSX Scripting symbol to compile or execute code specifically for macOS (including Universal, PPC and Intel architectures).
UNITY_STANDALONE_WIN Scripting symbol for compiling/executing code specifically for Windows standalone applications.
UNITY_STANDALONE_LINUX Scripting symbol for compiling/executing code specifically for Linux standalone applications.
UNITY_SERVER Scripting symbol for compiling/executing code for a dedicated server (macOS, Windows or Linux).
UNITY_IOS Scripting symbol for compiling/executing code for the iOS platform.
UNITY_IPHONE Deprecated. Use UNITY_IOS instead.
UNITY_ANDROID Scripting symbol for the Android platform.
UNITY_TVOS Scripting symbol for the Apple TV platform.
UNITY_WSA Scripting symbol 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
. Additionally, NETFX_CORE is defined when compiling C# files against .NET Core and using .NET 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
.
UNITY_WSA_10_0 Scripting symbol for Universal Windows Platform. Additionally WINDOWS_UWP is defined when compiling C# files against .NET Core.
UNITY_WEBGL Scripting symbol for Web.
UNITY_FACEBOOK Scripting symbol for the Facebook platform (Web or Windows standalone).
UNITY_ANALYTICS Scripting symbol for calling Unity AnalyticsAbbreviation of Unity Analytics
See in Glossary
methods from your game code. Version 5.2 and above.
UNITY_ASSERTIONS Scripting symbol for assertions control process.
UNITY_64 Scripting symbol for 64-bit platforms.

Editor version Scripting symbols

Unity automatically defines certain scripting symbols based on the version of the Unity Editor that you’re currently using.

Given a version number X.Y.Z (for example, 2019.4.14), Unity exposes three global scripting symbols in the following formats: UNITY_X, UNITY_X_Y and UNITY_X_Y_Z.

Here is an example of scripting symbols exposed in Unity 2019.4.14:

Define Function
UNITY_2019 Scripting symbol for the release version of Unity 2019, exposed in every 2019.Y.Z release.
UNITY_2019_4 Scripting symbol for the major version of Unity 2019.4, exposed in every 2019.4.Z release.
UNITY_2019_4_14 Scripting symbol for the minor version of Unity 2019.4.14.

You can also compile code selectively based on the earliest version of Unity required to compile or execute a section of code snippet. Following the same version format as above (X.Y), Unity exposes one global #define in the format UNITY_X_Y_OR_NEWER, that you can use for this purpose.

Other scripting symbols

The other scripting symbols Unity defines are:

Define Function
CSHARP_7_3_OR_NEWER Defined when building scripts with support for C# 7.3 or newer.
ENABLE_MONO Scripting backend #define for Mono.
ENABLE_IL2CPP Scripting backend #define for 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
.
ENABLE_VR Defined when the target build platform supports VRVirtual Reality More info
See in Glossary
. Doesn’t imply that VR is currently enabled or that the necessary plug-insA set of code created outside of Unity that creates functionality in Unity. There are two kinds of plug-ins you can use in Unity: Managed plug-ins (managed .NET assemblies created with tools like Visual Studio) and Native plug-ins (platform-specific native code libraries). More info
See in Glossary
and packages needed to support VR are installed.
NET_2_0 Defined when building scripts against .NET 2.0 API compatibility level on Mono and IL2CPP.
NET_2_0_SUBSET Defined when building scripts against .NET 2.0 Subset API compatibility level on Mono and IL2CPP.
NET_LEGACY Defined when building scripts against .NET 2.0 or .NET 2.0 Subset API compatibility level on Mono and IL2CPP.
NET_4_6 Defined when building scripts against .NET 4.x API compatibility level on Mono and IL2CPP.
NET_STANDARD_2_0 Defined when building scripts against .NET Standard 2.0 API compatibility level on Mono and IL2CPP.
NET_STANDARD_2_1 Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NET_STANDARD Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NETSTANDARD2_1 Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
NETSTANDARD Defined when building scripts against .NET Standard 2.1 API compatibility level on Mono and IL2CPP.
ENABLE_WINMD_SUPPORT Defined when Windows Runtime support is enabled on IL2CPP. For more information, refer to Windows Runtime Support.
ENABLE_INPUT_SYSTEM Defined when the Input System package is enabled in Player SettingsSettings that let you set various player-specific options for the final game built by Unity. More info
See in Glossary
.
ENABLE_LEGACY_INPUT_MANAGER Defined when the legacy Input ManagerSettings where you can define all the different input axes, buttons and controls for your project. More info
See in Glossary
is enabled in Player Settings.
DEVELOPMENT_BUILD Defined when your script is running in a Player which was built with the Development Build option enabled.

This define only reflects whether the development build option was enabled at the time of the build. To know whether your script is running in the development build mode, use Debug.isDebugBuild. __DEVELOPMENT\_BUILD__ isn’t sufficient to determine whether you’re currently running in a development build because most platforms allow changing between development and non-development build without rebuilding the project. However, on some platforms, Unity doesn’t support switching between development and non-development builds in the Editor and requires you to switch after the build is complete. For example, on Windows, you can choose the Create Visual Studio solution option to choose whether you want a development or non-development build in Visual Studio. Switching in Visual Studio doesn’t recompile your scripts and therefore, it will not reevaluate scripting defines. You can also switch from the final game build to a development build by swapping UnityPlayer.dll in the game build with the one from a development build for debugging live game builds.

Test precompiled code

The following example shows how to test your precompiled code. It also prints a message based on the platform selected for the target build.

To test the compiled code:

  1. Open the Build Settings window (menu: File > Build Settings).
  2. Choose the target platform you want to test your code in and click Switch Platform.
  3. Create a script and copy/paste the following code:
  using UnityEngine;
  using System.Collections;
  public class PlatformDefines : MonoBehaviour {
  void Start () {

    #if UNITY_EDITOR
      Debug.Log("Unity Editor");
    #endif

    #if UNITY_IOS
      Debug.Log("Unity iOS");
    #endif

    #if UNITY_STANDALONE_OSX
        Debug.Log("Standalone OSX");
    #endif

    #if UNITY_STANDALONE_WIN
      Debug.Log("Standalone Windows");
    #endif

  }          
  } 
  1. In the Game view toolbarA row of buttons and basic controls at the top of the Unity Editor that allows you to interact with the Editor in various ways (e.g. scaling, translation). More info
    See in Glossary
    , click the Play mode. Confirm that the code works by checking for messages relevant to the platform selected in the Unity console. For example, if you choose iOS, the messages Unity Editor and Unity iOS appear in the console.

Note: In C# you can use a CONDITIONAL attribute which is a more clean, less error-prone way of stripping out functions. For more information, refer to ConditionalAttribute Class. Common Unity callbacks such as Start(), Update(), LateUpdate(), FixedUpdate(), Awake() aren’t affected by this attribute because they’re called directly from the engine and, for performance reasons, it doesn’t take them into account.

In addition to the basic #if compiler directive, you can also use a multiway test in C# in the following way:

#if UNITY_EDITOR

    Debug.Log("Unity Editor");

#elif UNITY_IOS

    Debug.Log("Unity iOS");

#else

    Debug.Log("Any other platform");

#endif

Additional resources

Special folders and script compilation order
Custom scripting symbols
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