Example #1
0
    // returns the name of the folder that contains plugins for a specific target
    private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
    {
        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
            return("iOS");

        case UnityEditor.BuildTarget.tvOS:
            return("tvOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
            UnityEngine.Debug.LogError("WwiseUnity: The Linux Wwise Unity integration does not support the 32 bits architecture");
            return("Linux");

        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

#if !UNITY_2018_3_OR_NEWER
        case UnityEditor.BuildTarget.PSP2:
            return("Vita");
#endif

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return("Windows");

        case UnityEditor.BuildTarget.WSAPlayer:
            return("WSA");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

#if UNITY_5_6_OR_NEWER
        case UnityEditor.BuildTarget.Switch:
            return("Switch");
#endif
        }

        return(target.ToString());
    }
 // returns the name of the folder that contains plugins for a specific target
 private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
 {
     if (BuildTargetToPlatformName.ContainsKey(target))
     {
         return(BuildTargetToPlatformName[target]);
     }
     return(target.ToString());
 }
Example #3
0
    private static string GetPlatformName(UnityEditor.BuildTarget target)
    {
        var platformSubDir = string.Empty;

        GetCustomPlatformName(ref platformSubDir, target);
        if (!string.IsNullOrEmpty(platformSubDir))
        {
            return(platformSubDir);
        }

        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
        case UnityEditor.BuildTarget.tvOS:
            return("iOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

#if !UNITY_2018_3_OR_NEWER
        case UnityEditor.BuildTarget.PSP2:
            return("Vita");
#endif
        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
        case UnityEditor.BuildTarget.WSAPlayer:
            return("Windows");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

        case UnityEditor.BuildTarget.Switch:
            return("Switch");
        }

        return(target.ToString());
    }
    // returns the name of the folder that contains plugins for a specific target
    private static string GetPluginDeploymentPlatformName(UnityEditor.BuildTarget target)
    {
        switch (target)
        {
        case UnityEditor.BuildTarget.Android:
            return("Android");

        case UnityEditor.BuildTarget.iOS:
            return("iOS");

        case UnityEditor.BuildTarget.tvOS:
            return("tvOS");

        case UnityEditor.BuildTarget.StandaloneLinux:
        case UnityEditor.BuildTarget.StandaloneLinux64:
        case UnityEditor.BuildTarget.StandaloneLinuxUniversal:
            return("Linux");

#if UNITY_2017_3_OR_NEWER
        case UnityEditor.BuildTarget.StandaloneOSX:
#else
        case UnityEditor.BuildTarget.StandaloneOSXIntel:
        case UnityEditor.BuildTarget.StandaloneOSXIntel64:
        case UnityEditor.BuildTarget.StandaloneOSXUniversal:
#endif
            return("Mac");

        case (UnityEditor.BuildTarget) 39:                // UnityEditor.BuildTarget.Lumin
            return("Lumin");

        case UnityEditor.BuildTarget.PS4:
            return("PS4");

        case UnityEditor.BuildTarget.PSP2:
            return("Vita");

        case UnityEditor.BuildTarget.StandaloneWindows:
        case UnityEditor.BuildTarget.StandaloneWindows64:
            return("Windows");

        case UnityEditor.BuildTarget.WSAPlayer:
            return("WSA");

        case UnityEditor.BuildTarget.XboxOne:
            return("XboxOne");

#if UNITY_5_6_OR_NEWER
        case UnityEditor.BuildTarget.Switch:
            return("Switch");
#endif
        }

        return(target.ToString());
    }
Example #5
0
        // ------------------------------------------------------------------------------------
        // Helper functions

#if UNITY_EDITOR
        // Check if editor build target is standalone
        public static bool IsStandaloneTarget(UnityEditor.BuildTarget target)
        {
            bool output = false;                          // Create output

            if (target.ToString().Contains("Standalone")) //is it a standalone platform?
            {
                output = true;
            }

            return(output); // Return
        }
    private static string GetPlatformName(UnityEditor.BuildTarget target)
    {
        var platformSubDir = string.Empty;

        GetCustomPlatformName(ref platformSubDir, target);
        if (!string.IsNullOrEmpty(platformSubDir))
        {
            return(platformSubDir);
        }

        if (BuildTargetToPlatformName.ContainsKey(target))
        {
            return(BuildTargetToPlatformName[target]);
        }
        return(target.ToString());
    }