请参阅[依赖于平台的编译]。 使用程序集定义资源的 [Version Defines] 部分定义的符号。在确定是否满足约束时,不会考虑脚本中定义的符号。有关其他信息,请参阅 [Define Constraints]。基于项目包定义符号如果需要根据项目是使用特定包还是包的各个版本,在程序集中编译不同代码,则可以向 Version Defines 列表添加条目...
Platforms设置程序集的平台兼容性 Version Defines对不同的程序集进行不同的配置与定义。 3.新建程序集定义的文件。 *.asmdef。内部编码遵循Json格式,故而除了可以在属性面板上修改之外,也可以直接修改Json。 四、程序集定义引用。 1.程序集定义引用,就是把当前目录下的脚本合并到指定程序集定义当中去。 2.创建程序...
Version Defines版本定义通过使用Assembly Definition检视窗口的全新Version Defines版本定义功能,开发者可以定义哪些C#预处理指令会根据项目有关的资源包版本范围和模块而设定,这样允许开发者在可选资源包中用#if指令处理C#代码。 在Unity 2019.1中,在项目窗口选中预制件时,便可在检视窗口编辑预制件资源。这意味着开发者不...
Platforms:您的程序集定义可以设置为仅在某些平台上构建。请注意,如果要在脚本编辑器而不是在Inspector中编辑.asmdef文件,则不能在同一程序集定义中同时使用includePlatforms和excludePlatforms关键字。 Version Defines:可以指定要包含的软件包和模块的版本。
{"name":"Example.TEST.Sample","references":["Example.Framework.Tools","Example.Framework.Utils"],"includePlatforms":[],"excludePlatforms":[],"allowUnsafeCode":false,"overrideReferences":false,"precompiledReferences":[],"autoReferenced":true,"defineConstraints":[],"versionDefines":[{"name":"com...
"versionDefines": [], "noEngineReferences": false "name": "UnityEngine.Purchasing", "references": [ "Purchasing.Common", "Unity.Services.Core", "Unity.Services.Core.Environments", "Unity.Services.Core.Internal", "Unity.Services.Analytics" ], "includePlatforms": [], "excludePlatforms": []...
(31): invalid subscript 'normalOS'\nCompiling Vertex program with _BASE_MAP_MODE_2D _BASE_MAP_ROTATION_ENABLED _TINT_AREA_ALL _TINT_MAP_ENABLED _FLOW_MAP_TARGET_BASE _TRANSPARENCY_BY_RIM _VERTEX_DEFORMATION_ENABLED Platform defines: UNITY_ENABLE_REFLECTION_BUFFERS UNITY_USE_DITHER_MASK_FOR_...
"versionDefines": [ { "name": "Unity", "expression": "2021.1.0a6", "expression": "2020.2.2f1", "define": "ENABLE_TYPE_HASHING" }, { Expand Down 6 changes: 5 additions & 1 deletion 6 Editor/Utilities/BuildCache.cs Show comments View file Edit file Delete file This...
Version Defines Use VersionDefinesto handle dependencies between different Resources and Packages in your current Project. This is useful if you want to share your Project through aPackage Manager packageor anAsset Store package. To set a version, select the plus sign (+). You can add as many...
The underlying Audio System FMOD defines the platform dependent DSP buffer sizes. The buffer size influences the latency and should be treated carefully. Latency equals the samples multiplied by the number of buffers. The number of buffers defaults to 4. The audio system in Unity uses the ...