public static void BuildPlayerWithoutAssetBundles() { var outputPath = UnityEditor.EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) { return; } string[] levels = EditorUtil.GetScenesInBuildSetting(); if (levels.Length == 0) { return; } string targetName = "/" + EditorUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) { return; } #if UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0 BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option); #else BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = levels; buildPlayerOptions.locationPathName = outputPath + targetName; buildPlayerOptions.assetBundleManifestPath = ABBuild.GetAssetBundleManifestFilePath(); buildPlayerOptions.target = EditorUserBuildSettings.activeBuildTarget; buildPlayerOptions.options = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); #endif }
public static void BuildStandalonePlayer() { var outputPath = EditorUtility.SaveFolderPanel("Choose Location of the Built Game", "", ""); if (outputPath.Length == 0) { return; } string[] levels = EditorUtil.GetScenesInBuildSetting(); if (levels.Length == 0) { return; } string targetName = "/" + EditorUtil.GetBuildTargetName(EditorUserBuildSettings.activeBuildTarget); if (targetName == null) { return; } ABBuild.CopyAssetBundlesTo(Path.Combine(Application.streamingAssetsPath, ABTool.AssetBundleOutPutPath)); AssetDatabase.Refresh(); #if UNITY_5_4 || UNITY_5_3 || UNITY_5_2 || UNITY_5_1 || UNITY_5_0 BuildOptions option = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(levels, outputPath + targetName, EditorUserBuildSettings.activeBuildTarget, option); #else BuildPlayerOptions buildPlayerOptions = new BuildPlayerOptions(); buildPlayerOptions.scenes = levels; buildPlayerOptions.locationPathName = outputPath + targetName; buildPlayerOptions.assetBundleManifestPath = ABBuild.GetAssetBundleManifestFilePath(); buildPlayerOptions.target = EditorUserBuildSettings.activeBuildTarget; buildPlayerOptions.options = EditorUserBuildSettings.development ? BuildOptions.Development : BuildOptions.None; BuildPipeline.BuildPlayer(buildPlayerOptions); #endif }