

See Custom scripting symbols for more information.
PLATFORM DOCS CODE
More info See in Glossary, via scripting, or via an asset file, which allows you to control compilation of portions of your code based on arbitrary definitions. Unity currently supports three UI systems. In addition, you can define your own scripting symbols either using the Editor UI (User Interface) Allows a user to interact with your application. These built-in scripting symbols are listed below. There are a number of built-in scripting symbols which allow you to selectively compile or omit code based on the selected Platform, the Editor Version, and other miscellaneous system environment scenarios. else structure, which would only bypass the execution of certain portions of code at run time. It is omitted entirely when compiled in the Editor, or in other target builds.
PLATFORM DOCS WINDOWS
Therefore in the above example, the Debug line is only included for compilation in the Windows standalone build of the project. The hash ( #) character in front of the if and endif indicates that these statements are “directives”, and are handled during the compilation process, rather than at runtime. You can check whether this symbol is defined using a special type of if statement, as follows: #if UNITY_STANDALONE_WIN More info See in Glossary to selectively include or exclude portions of code from compilation.įor example, the built-in scripting symbol that is set when a player is built for Windows standalone platform is UNITY_STANDALONE_WIN. Unity has a range of built-in scripting symbols which represent options that you can use in your scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. You can read more broadly about how these directives work in C# on the Microsoft C# preprocessor directives page. import process from 'node:process' Ĭonsole.Unity’s support for the C# language includes the use of directives, which allow you to selectively include or exclude code from compilation, based on whether certain scripting symbols are defined or not defined. The listener callback function is invoked with the exit code specified eitherīy the process.exitCode property, or the exitCode argument passed to the There is no way to prevent the exiting of the event loop at this point, and onceĪll 'exit' listeners have finished running the Node.js process will terminate.

log( 'Process exit event with code: ', code) Ĭonsole. log( 'Process beforeExit event with code: ', code) Ĭonsole. import process from 'node:process' Ĭonsole. Unless the intention is to schedule additional work. The 'beforeExit' should not be used as an alternative to the 'exit' event Termination, such as calling process.exit() or uncaught exceptions.

The 'beforeExit' event is not emitted for conditions causing explicit Process.exitCode passed as the only argument. The listener callback function is invoked with the value of There is no work scheduled, but a listener registered on the 'beforeExit'Įvent can make asynchronous calls, and thereby cause the Node.js process to Normally, the Node.js process will exit when The 'beforeExit' event is emitted when Node.js empties its event loop and has process.hasUncaughtExceptionCaptureCallback().Warning: Using 'uncaughtException' correctly.
