# GetCompatibleWithPlatform

> Checks whether the plug-in is compatible with a build target.

## Definition

* **Type:** Method
* **Namespace:** [UnityEditor](/engine/7000.0/script-reference/unityeditor.md)
* **Assembly:** UnityEditor.CoreModule

## GetCompatibleWithPlatform(BuildTarget)

Checks whether the plug-in is compatible with a build target.

```csharp
public bool GetCompatibleWithPlatform(BuildTarget platform)
```

### Parameters

**** (\[BuildTarget]\(/engine/7000.0/script-reference/unityeditor/buildtarget)): The target platform.

### Returns

| Type                                                          | Description                                                            |
| ------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the plug-in is compatible with the platform. Otherwise, false. |

### Remarks

To check a platform by name, use the overload that takes `platformName`.

## GetCompatibleWithPlatform(string)

Checks whether the plug-in is compatible with a platform, identified by name.

```csharp
public bool GetCompatibleWithPlatform(string platformName)
```

### Parameters

**** (\[string]\(https\://learn.microsoft.com/dotnet/api/system.string)): The name of the target platform.

### Returns

| Type                                                          | Description                                                            |
| ------------------------------------------------------------- | ---------------------------------------------------------------------- |
| [bool](https://learn.microsoft.com/dotnet/api/system.boolean) | True if the plug-in is compatible with the platform. Otherwise, false. |

### Remarks

Use this overload when you have the name of the platform rather than a [BuildTarget](/engine/7000.0/script-reference/unityeditor/buildtarget.md).
