buildPlayerOptions | Provide various options to control the behavior of BuildPipeline.BuildPlayer. |
BuildReport A BuildReport giving build process information.
Builds a player.
Use this function to programatically create a build of your project.
Calling this method will invalidate any variables in the editor script that reference GameObjects, so they will need to be reacquired after the call.
Note: Be aware that changes to scripting symbols only take effect at the next ___domain reload, when scripts are recompiled.
This means if you make changes to the defined scripting symbols via code using PlayerSettings.SetDefineSymbolsForGroup without a ___domain reload before calling this function, those changes won't take effect.
It also means that the built-in scripting symbols defined for the current active target platform (such as UNITY_STANDALONE_WIN, or UNITY_ANDROID) remain in place even if you try to build for a different target platform, which can result in the wrong code being compiled into your build.
See Also: BuildPlayerWindow.DefaultBuildMethods.BuildPlayer.
using UnityEditor; using UnityEngine; using UnityEditor.Build.Reporting;
// Output the build size or a failure depending on BuildPlayer.
public class BuildPlayerExample : MonoBehaviour { [MenuItem("Build/Build iOS")] public static void MyBuild() { BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = new[] { "Assets/Scene1.unity", "Assets/Scene2.unity" }; buildPlayerOptions.locationPathName = "iOSBuild"; buildPlayerOptions.target = BuildTarget.iOS; buildPlayerOptions.options = BuildOptions.None;
BuildReport report = BuildPipeline.BuildPlayer(buildPlayerOptions); BuildSummary summary = report.summary;
if (summary.result == BuildResult.Succeeded) { Debug.Log("Build succeeded: " + summary.totalSize + " bytes"); }
if (summary.result == BuildResult.Failed) { Debug.Log("Build failed"); } } }
scenes | The Scenes to include in the build. If empty, the build only includes the currently open Scene. Paths are relative to the project folder (Assets/MyLevels/MyScene.unity). |
locationPathName | The path where the application will be built. |
target | The BuildTarget to build. |
options | Additional BuildOptions, like whether to run the built player. |
BuildReport An error message if an error occurred.
Builds a player. These overloads are still supported, but will be replaced. Please use BuildPlayer (BuildPlayerOptions buildPlayerOptions) instead.