/// <summary> /// Build project for Android with specified AndroidTargetDevice. /// This function change PlayerSettings and restore it after build. /// Different devices will get different bundle version code. /// See: <see cref="BuildHelperStrings.GenBundleNumber(UnityEditor.AndroidTargetDevice)"/> /// </summary> /// <param name="device">Android target device</param> /// <param name="buildVersion">Build version wich will be available by <i>Application.version</i></param> /// <param name="options">Build player options</param> /// <returns>Build path</returns> private static string BuildAndroidForDevice(AndroidTargetDevice device, string buildVersion, BuildPlayerOptions options) { BuildTime.SaveSettingsToRestore(); PlayerSettings.Android.targetDevice = device; PlayerSettings.Android.bundleVersionCode = BuildHelperStrings.GenBundleNumber(device); var buildPath = BuildHelperStrings.GetBuildPath(BuildTarget.Android, buildVersion, specifyName: device.ToString()); options.locationPathName = buildPath; BuildTime.Build(options); return(buildPath); }
public static void BuildIOSToPathWithVersion() { IdentifierFormWindow.ShowIfNeedChange(BuildTargetGroup.iOS, () => BuildTime.RestoreSettingsIfFailed(() => { var buildVersion = BuildHelperStrings.GetBuildVersion(); var target = BuildTarget.iOS; var options = GetStandartPlayerOptions(target); BuildTime.SaveSettingsToRestore(); PlayerSettings.iOS.buildNumber = BuildHelperStrings.GenBundleNumber().ToString(); options.locationPathName = BuildHelperStrings.GetBuildPath(target, buildVersion); BuildTime.Build(options); })); }