void UpdateBuildSettings() { if (GUILayout.Button("Update Build Settings")) { XRBuildSettings.UpdateBuildSettings(); } }
void OnGUI() { //bool build = false; using (new EditorGUILayout.HorizontalScope(EditorStyles.toolbar)) { if (ToolbarButton("New", "Create a new test scene.")) { SceneHelper.CreateNewTestScene(); return; } if (ToolbarButton("Refresh", "Refresh the list of tests, in case tests that were added/removed are not reflected in the list.")) { PopulateTestEntries(); } GUILayout.FlexibleSpace(); bool override_toggle = ToolbarToggle(BuildOverride.override_build, "Update Scene List", "True to override the scenes in the Build Setting's scene list with the settings below."); if (override_toggle != BuildOverride.override_build) { XRBuildSettings.UpdateBuildSettings(); //BuildOverride.SetOverride(override_toggle); } } DrawTestList(); }
void CopyProjectSettings(string outputProjectPath, string rootPath) { // This method changes build settings so our EditorBuildSettings asset just has the one scene, // so we need to make sure that no matter what we update our build settings back to the way // they should be for the suite. try { EditorBuildSettings.scenes = new[] { new EditorBuildSettingsScene(m_ExportTestScenePath, true), }; AssetDatabase.SaveAssets(); var outputProjectSettings = Path.Combine(outputProjectPath, "ProjectSettings"); Directory.CreateDirectory(outputProjectSettings); foreach (var file in Directory.GetFiles(Path.Combine(rootPath, "ProjectSettings"))) { var destFile = Path.Combine(outputProjectSettings, Path.GetFileName(file)); File.Copy(file, destFile); } } finally { XRBuildSettings.UpdateBuildSettings(); } }