Publisher | jagapippi |
---|---|
File size | 41.92kB |
Number of files | 45 |
Latest version | 1 |
Latest release date | 2017-11-02 10:41:23 |
First release date | 2017-09-14 09:30:29 |
Supported Unity versions | 2018.4.2 or higher |
Target Platform boost your development for multiple platforms.
Features:
- Make GameObject and it's components work only on specific platform
- Enable to check whether the Unity's built-in symbols are defined at runtime
- Shorthands of UnityEngine.RuntimePlatform
- All source codes are included!
For example, if you have a button to display on only iOS, you can actually do it by simply attaching a component that specifies iOS to GameObject. Even if you specify multiple platforms only on Android or Unity editor, you just combine the components.
You can specify all 20+ platforms that can be built with Unity 5.0 ~ 2017.1!
Code using directives such as:
#if UNITY_IOS ~ #endif
helps to reduce the capacity of the application at compile time, but in many cases you should want to use if-statement and the bool value. With the Target Platform, you can write it as:
if (UnitySymbol.UNITY_WII)
This helps reduce compilation errors that occur for the first time when changing or building a build target.
Instead of writing:
if(Application.platform
== RuntimePlatform.Android)
you can write:
if(Runtime.Platform.isAndroid)
Of course, full source codes are included!
Features:
- Make GameObject and it's components work only on specific platform
- Enable to check whether the Unity's built-in symbols are defined at runtime
- Shorthands of UnityEngine.RuntimePlatform
- All source codes are included!
For example, if you have a button to display on only iOS, you can actually do it by simply attaching a component that specifies iOS to GameObject. Even if you specify multiple platforms only on Android or Unity editor, you just combine the components.
You can specify all 20+ platforms that can be built with Unity 5.0 ~ 2017.1!
Code using directives such as:
#if UNITY_IOS ~ #endif
helps to reduce the capacity of the application at compile time, but in many cases you should want to use if-statement and the bool value. With the Target Platform, you can write it as:
if (UnitySymbol.UNITY_WII)
This helps reduce compilation errors that occur for the first time when changing or building a build target.
Instead of writing:
if(Application.platform
== RuntimePlatform.Android)
you can write:
if(Runtime.Platform.isAndroid)
Of course, full source codes are included!