Documentation

Unity Engine


User Manual

Script Reference

Unity Engine


GetScriptingDefineSymbols

Gets the array of symbols for script compilation for the build target you select. Symbols are semicolon-separated. For example, "SYMBOL1;SYMBOL2".
Read time 1 minuteLast updated 11 days ago

Definition

  • Type: Method
  • Namespace: UnityEditor
  • Assembly: UnityEditor.CoreModule

GetScriptingDefineSymbols(NamedBuildTarget)

Gets the array of symbols for script compilation for the build target you select. Symbols are semicolon-separated. For example, "SYMBOL1;SYMBOL2".
public static string GetScriptingDefineSymbols(NamedBuildTarget buildTarget)

Parameters

Returns

Type

Description

string

Examples

using UnityEditor;using UnityEditor.Build;using UnityEngine;public class GetScriptingDefineSymbolsExample{ [MenuItem("Tools/Log Scripting Define Symbols")] static void LogScriptingDefineSymbols() { // Using built-in constants. string standaloneDefines = PlayerSettings.GetScriptingDefineSymbols(NamedBuildTarget.Standalone); UnityEngine.Debug.Log("Standalone: " + standaloneDefines); // Migrating from BuildTargetGroup. NamedBuildTarget namedTarget = NamedBuildTarget.FromBuildTargetGroup(BuildTargetGroup.Android); string androidDefines = PlayerSettings.GetScriptingDefineSymbols(namedTarget); UnityEngine.Debug.Log("Android: " + androidDefines); }}

GetScriptingDefineSymbols(NamedBuildTarget, string[])

Gets the array of user-specified symbols for script compilation for the build target you select.
public static void GetScriptingDefineSymbols(NamedBuildTarget buildTarget, out string[] defines)

Parameters

buildTarget


defines