If you look at this, this is kind of a neat thing.
You could say Application.platform, and
it returns the platform that the game is currently running on.
And you can see examples of these things down below for the different cases.
So RuntimePlatform.WindowsPlayer, OS X, Mac OS 10 Player, Linux Player.
So if those are there I actually activate that Quit button that is attached here.
For all the other platforms, I deactivate.
I actually have a default down here, which would catch all of those.
But I put these in here just for your sake, so
you can actually see what these other things might be.
Like Windows Editor, OS 10 Editor, iPhone Player,
OS 10 Web Player, Windows Web Player and Web GL Player.
So if I scroll back up, we have this set level select.
You can see in the comment, disable,
enable level buttons based on player progress.
So this is basically what sets up that level select screen.
So this is probably the most complicated part of the script.
Let me just move this over.
So right now, within the level select panel,
notice that I've got this levels panel, but I have no buttons within in.
As soon as I play notice that the Level 1 button appears here.
And if I go there you can actually see the Level 1 button.
[MUSIC]
So this is part of the Main Menu manager script.
Of course, notice here it says Level Names.
If I open this I can define how many levels are in my game,
because Unity doesn't necessarily know that.
It doesn't know what scenes are levels and what aren't.
So I set my script up here to have an array of strings.
I can define how many levels.
So if I say something like 3, I can then say something like Level 1, Level 2.
And then maybe something like pause battle.