#ifUNITY_ANDROID
Debug.Log ("Android");
#endif
#if Unity_iphone
Debug.Log ("IOS");
#endif
#if Unity_standalone_win
Debug.Log ("WINDOWS");
#endif
In addition, the following platforms are supported
Unity_editor |
Define for calling Unity Editor scripts from your game code. |
unity_standalone_osx |
platform define for Compiling/executing code specifically for Mac OS (this includes Universal, PPC and Intel architectures). |
Unity_dashboard_widget |
Platform define when creating code for MAC OS dashboard widgets. |
Unity_standalone_win |
The use of this is want to Compile/execute code for Windows stand alone applications. |
Unity_standalone_linux |
The use of this is want to Compile/execute code for Linux stand alone applications. |
Unity_standalone |
Use the Compile/execute code for any standalone platform (MAC, Windows or Linux). |
Unity_webplayer |
Platform define for Web player content (this includes Windows and MAC Web Player executables). |
Unity_wii |
Platform Define for compiling/executing code for the WII console. |
Unity_iphone |
Platform Define for compiling/executing code for the IPhone Platform. |
Unity_android |
Platform define for the Android Platform. |
Unity_ps3 |
Platform define for running PlayStation 3 code. |
unity_xbox360 |
Platform define for executing Xbox code. |
unity_nacl |
platform define when Compiling code for Google Native Client (this would be set additionally To UNITY_WEBPL AYER ). |
Unity_flash |
Platform define when compiling code for Adobe Flash. |
Unity_blackberry |
Platform define for a Blackberry10 device. |
Unity_wp8 |
Platform define for Windows Phone 8. |
Unity_metro |
Platform define for Windows Store Apps (additionally Netfx_core are defined when compiling C # files against. NET C Ore). |
Unity3d judgment on the platform