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
The NamedBuildTarget.
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)