In the Unity3d automatic packaging process, if you want to submit to the AppStore audit, need to support 64-bit, you need to select Scripting backend in playersetting to Il2cpp.
Unity does not provide an explicit interface to set scriptingbackend, but all functions by querying playersettings find that there is a property set that the public interface can use.
You can select Il2cpp by setting properties in your code. article transferred from http://blog.csdn.net/huutu/http://www.thisisgame.com.cn
public static void Setpropertyint (string name, int value); public static void Setpropertyint (string name, int value, Buildtarget target); public static void Setpropertyint (string name, int value, Buildtargetgroup target);
For example I set here to Il2cpparticle transferred from http://blog.csdn.net/huutu/http://www.thisisgame.com.cn
Using unityengine;using system.collections;using unityeditor;public class newbehaviourscript:editorwindow{ [ MenuItem ("Mytools/changescript")] static void Changescript () { debug.logerror ("Changescript"); Playersettings.setpropertyint ("Scriptingbackend", (int) scriptingimplementation.il2cpp,buildtarget.iphone);} }
Article transferred from http://blog.csdn.net/huutu/http://www.thisisgame.com.cn
First, let the playersetting be modified to mono.
Article transferred from http://blog.csdn.net/huutu/http://www.thisisgame.com.cn
After clicking on the Mytools/changescript in the menu bar, review the Playersetting tab again and find that it has been successfully modified to il2cpp.
Article transferred from http://blog.csdn.net/huutu/http://www.thisisgame.com.cn
Unity3d modifying Playersetting's scripting backend selection in code Il2cpp/mono