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How do I set Scripting Define Symbols In Xcode from Unity?

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This question was [asked in 2017][1] with no movement. I've been unable to find any resources on the topic. So I apologize for the duplication. As I commented in the old thread. I currently have a bunch of code in c#, swift, and c that rely all on the same preprocessor being defined. It seems silly and error prone to have to manually go into XCode and set the build flags again. I don't have these issue on Android build. Is there a way from Unity, programmatically, to take the pre defined preprocessor macro, which I set in Unity with this static method, private static void SetBuildMacroForGroup(BuildTargetGroup group, string buildMacro) { PlayerSettings.GetScriptingDefineSymbolsForGroup(group, out var macros); if (macros.Any(macro => macro == buildMacro)) { return; } var enumerable = macros.Append(buildMacro); PlayerSettings.SetScriptingDefineSymbolsForGroup(group, enumerable.ToArray()); } and ensure that the same macro ends up as a build macro in xcode so that iOS plugin files only compile certain code if and only if the macro is defined, exactly how it works inside the Unity Engine? [1]: https://answers.unity.com/questions/1398113/setscriptingdefinesymbolsforgroup.html?childToView=1919555#answer-1919555

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