BuildPlayerOptions BuildType(AndroidBuildType type, AndroidArchitecture architecture) { BuildPlayerOptions options = new BuildPlayerOptions(); string[] sc = (from scene in EditorBuildSettings.scenes where scene.enabled == true select scene.path).ToArray(); options.scenes = sc; options.target = BuildTarget.Android; switch (type) { case AndroidBuildType.Debug: options.locationPathName = apkBuildName + $"-debug_{architecture}.apk"; options.options = BuildOptions.AllowDebugging | BuildOptions.Development; break; case AndroidBuildType.Development: break; case AndroidBuildType.Release: options.locationPathName = apkBuildName + $"-release_{architecture}.apk"; break; default: break; } return(options); }
internal static void ApplySettings( AndroidBuildType androidBuildType = AndroidBuildType.Release, AndroidSdkVersions minSdkVersion = AndroidSdkVersions.AndroidApiLevel18, AndroidSdkVersions targetSdkVersion = AndroidSdkVersions.AndroidApiLevelAuto, AndroidPreferredInstallLocation preferredInstallLocation = AndroidPreferredInstallLocation.Auto, bool forceInternetPermission = true, bool forceSDCardPermission = true, bool androidIsGame = true ) { UnityEditor.PlayerSettings.Android.androidIsGame = androidIsGame; UnityEditor.PlayerSettings.Android.minSdkVersion = minSdkVersion; UnityEditor.PlayerSettings.Android.targetSdkVersion = targetSdkVersion; UnityEditor.PlayerSettings.Android.preferredInstallLocation = preferredInstallLocation; UnityEditor.PlayerSettings.Android.forceInternetPermission = forceInternetPermission; UnityEditor.PlayerSettings.Android.forceSDCardPermission = forceSDCardPermission; }
private string GetBuildTypeString(IGenerationContext context) { var conf = context.Configuration; AndroidBuildType buildType = AndroidBuildType.Ant; conf.Target.TryGetFragment <Sharpmake.Android.AndroidBuildType>(out buildType); switch (buildType) { // To build using Ant the AndroidBuiltType must not exist in the Android vsproj case AndroidBuildType.Ant: return(FileGeneratorUtilities.RemoveLineTag); case AndroidBuildType.Gradle: return("Gradle"); default: throw new System.Exception(string.Format("Unsupported Android build type: {0}", buildType)); } }
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 }