public void Load() { // Define 'BUILD_PIPELINE_WEBGL_UNITY_DEFAULT' if you want to set a build location as same as default of Unity Editor // But it's buggy because the native doesn't generate the new folder to put a build. #if BUILD_PIPELINE_WEBGL_UNITY_DEFAULT buildPath = PlayerPrefs.GetString(PREFS_SETTINGS_BUILD_PATH, EditorUserBuildSettings.GetBuildLocation(BuildTarget.WebGL)); #else buildPath = PlayerPrefs.GetString(PREFS_SETTINGS_BUILD_PATH, string.Empty); #endif nameFormat = PlayerPrefs.GetString(PREFS_SETTINGS_NAME_FORMAT, "{package}_{date}"); dateTimeFormat = PlayerPrefs.GetString(PREFS_SETTINGS_DATE_TIME_FORMAT, "yyyyMMddHHmmss"); stripMobileWarning = PlayerPrefs.GetString(PREFS_SETTINGS_STRIP_MOBILE_WARNING, bool.FalseString) == bool.TrueString; createNewFolder = PlayerPrefs.GetString(PREFS_SETTINGS_CREATE_NEW_FOLDER, bool.TrueString) == bool.TrueString; linkerTarget = (WebGLLinkerTarget)PlayerPrefs.GetInt(PREFS_SETTINGS_LINKER_TARGET, (int)PlayerSettings.WebGL.linkerTarget); memorySize = PlayerPrefs.GetInt(PREFS_SETTINGS_MEMORY_SIZE, PlayerSettings.WebGL.memorySize); compressionFormat = (WebGLCompressionFormat)PlayerPrefs.GetInt(PREFS_SETTINGS_COMPRESSION_FORMAT, (int)PlayerSettings.WebGL.compressionFormat); wasmStreaming = PlayerPrefs.GetString(PREFS_SETTINGS_WASM_STREAMING, PlayerSettings.WebGL.wasmStreaming ? bool.TrueString : bool.FalseString) == bool.TrueString; buildOptions = (BuildOptions)PlayerPrefs.GetInt(PREFS_SETTINGS_BUILD_OPTIONS, 0); }
public ScopeBuildSettings() { saveTarget = EditorUserBuildSettings.activeBuildTarget; #if LOCAL_UNITY_2018_1_OR_NEWER buildTargetGroup = UnityEditorUserBuildSettings.activeBuildTargetGroup; #endif scriptingImplementation = B.scriptingBackend; il2CppCompilerConfiguration = B.il2CppCompilerConfiguration; compressionType = B.compressionType; development = B.development; buildAppBundle = B.buildAppBundle; targetArchitectures = B.targetArchitectures; androidBuildType = B.androidBuildType; WebGL_compressionFormat = B.WebGL_compressionFormat; WebGL_linkerTarget = B.WebGL_linkerTarget; WebGL_memorySize = B.WebGL_memorySize; WebGL_exceptionSupport = B.WebGL_exceptionSupport; #if UNITY_2019_1_OR_NEWER WebGL_threadsSupport = B.WebGL_threadsSupport; WebGL_wasmStreaming = B.WebGL_wasmStreaming; #endif }