UnityEditor Pre-compliler Defines for differentiating between Windows & Mac OSX

We are using Unity in an Windows & Mac OSX environment, with our primary development environment being Windows. This means that some of our plugins and tools are Windows Specific. I would like to be able to exclude and/or include Windows vs Mac OSX environment specific components (Assets, Scripts, Libraries, etc.).

Is there a pre-compiler define? Is there another way to determine this without using the RuntimePlatform API? Is there way to determine the environment from the Unity Executable?

Yes, there are defines for standalone platforms. See this page.

In short, you want either UNITY_STANDALONE_OSX or UNITY_STANDALONE_WIN.

In order to tell whether the Unity Editor is running on a particular platform, use these enum flags:

RuntimePlatform.OSXEditor and RuntimePlatform.WindowsEditor