블로그 이미지
Every unexpected event is a path to learning for you. blueasa

카테고리

분류 전체보기 (2795)
Unity3D (852)
Programming (478)
Server (33)
Unreal (4)
Gamebryo (56)
Tip & Tech (185)
협업 (61)
3DS Max (3)
Game (12)
Utility (68)
Etc (98)
Link (32)
Portfolio (19)
Subject (90)
iOS,OSX (55)
Android (14)
Linux (5)
잉여 프로젝트 (2)
게임이야기 (3)
Memories (20)
Interest (38)
Thinking (38)
한글 (30)
PaperCraft (5)
Animation (408)
Wallpaper (2)
재테크 (18)
Exercise (3)
나만의 맛집 (3)
냥이 (10)
육아 (16)
Total
Today
Yesterday
Here is an advanced version, Just for fun. :p
Features
  • Multiple Define Symbols
  • Safety
  • Runs when Compile ends
  • Removes Duplicates
Installation
  1. Download the Script or Copy/Paste it from the Below
  2. Open Script
  3. Go to Symbols property and add your own symbols
  4. Go back to Unity and wait for compile ends
  5. All done, now check Player Settings, The symbols added
Code (CSharp):
  1. using System.Collections;
  2. using System.Collections.Generic;
  3. using System.Linq;
  4. using UnityEngine;
  5. using UnityEditor;
  6.  
  7. /// <summary>
  8. /// Adds the given define symbols to PlayerSettings define symbols.
  9. /// Just add your own define symbols to the Symbols property at the below.
  10. /// </summary>
  11. [InitializeOnLoad]
  12. public class AddDefineSymbols : Editor
  13. {
  14.  
  15.     /// <summary>
  16.     /// Symbols that will be added to the editor
  17.     /// </summary>
  18.     public static readonly string [] Symbols = new string[] {
  19.         "MYCOMPANY",
  20.         "MYCOMPANY_MYPACKAGE"
  21.     };
  22.  
  23.     /// <summary>
  24.     /// Add define symbols as soon as Unity gets done compiling.
  25.     /// </summary>
  26.     static AddDefineSymbols ()
  27.     {
  28.         string definesString = PlayerSettings.GetScriptingDefineSymbolsForGroup ( EditorUserBuildSettings.selectedBuildTargetGroup );
  29.         List<string> allDefines = definesString.Split ( ';' ).ToList ();
  30.         allDefines.AddRange ( Symbols.Except ( allDefines ) );
  31.         PlayerSettings.SetScriptingDefineSymbolsForGroup (
  32.             string.Join ( ";", allDefines.ToArray () ) );
  33.     }
  34.  
  35. }
Thanks.




[출처] https://forum.unity.com/threads/scripting-define-symbols-access-in-code.174390/

반응형
Posted by blueasa
, |