// Use this for initialization void Start() { var command = new RunCommand.CommandInfo(); command.exe = "cmd.exe"; command.args = "/C print.bat"; command.workingDirectory = Application.streamingAssetsPath; command.async = true; command.exit = this.Exit; command.output = this.Output; command.enableLogging = true; RunCommand.RunCommandInProcess(command); }
protected void RunBuildAssetBundle() { var exe = "C:\\Program Files\\Unity2017.4.3f1\\Editor\\Unity.exe"; var projectPath = "C:\\UnityTools\\UnityTools"; var logPath = "C:\\logFile"; var functionName = "BuildAssetBundle.BuildToAssets"; var logFile = logPath + "\\buildAssets_" + string.Format("{0:yyyyMMddHmmss}", System.DateTime.Now) + ".log"; var args = string.Format("-force-free -quit -batchmode -projectPath {0} -executeMethod {1} -logFile {2}", projectPath, functionName, logFile); var command = new RunCommand.CommandInfo(); command.exe = exe; command.args = args; command.workingDirectory = Application.streamingAssetsPath; command.async = false; command.exit = this.Exit; command.output = this.Output; command.enableLogging = true; RunCommand.RunCommandInProcess(command); }