Platform Dependent Compilation
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Unity Manual > Advanced > Platform Dependent Compilation

Platform Dependent Compilation

Unity includes a feature named "Platform Dependent Compilation". This consists of some preprocessor directives that let you divide 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:

UNITY_EDITORDefine for calling Unity Editor scripts from your game code.
UNITY_STANDALONE_OSXPlatform define for compiling/executing code specifically for Mac OS (This includes Universal, PPC and Intel architectures).
UNITY_DASHBOARD_WIDGETPlatform define when creating code for Mac OS dashboard widgets.
UNITY_STANDALONE_WINUse this when you want to compile/execute code for Windows stand alone applications.
UNITY_WEBPLAYERPlatform define for web player content (this includes Windows and Mac Web player executables).
UNITY_WIIPlatform define for compiling/executing code for the Wii console.
UNITY_IPHONEPlatform define for compiling/executing code for the iPhone platform.
UNITY_ANDROIDPlatform define for the Android platform.
UNITY_PS3Platform define for running Play Station 3 code.
UNITY_XBOX360Platform define for executing XBbox 360 code.

Note: These defines where introduced at version 3.0.

Also you can compile code selectively depending on the version of the engine you are working on. Currently the supported ones are:

UNITY_2_6Platform define for the major version of Unity 2.6.
UNITY_2_6_1Platform define for specific version 1 from the major release 2.6.
UNITY_3_0Platform define for the major version of Unity 3.0.
UNITY_3_0_0Platform define for the specific version 0 of Unity 3.0.
UNITY_3_1Platform define for the specific version 0 of Unity 3.1.

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 File -> Build Settings. 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 Switch Editor button to tell Unity which platform you are targeting.

Create a script and copy/paste this code:

JavaScript Example:

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

  #if UNITY_IPHONE
    Debug.Log("Iphone");
  #endif

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

  #if UNITY_STANDALONE_WIN
    Debug.Log("Stand Alone Windows");
  #endif	
}

C# Example:

using UnityEngine;
using System.Collections;

public class PlatformDefines : MonoBehaviour {
  void Start () {

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

    #if UNITY_IPHONE
      Debug.Log("Iphone");
    #endif

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

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

  }			   
}

Boo Example:

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.

Page last updated: 2010-12-13