public static void OnPostprocessBuild(BuildTarget buildTarget, string path) { if (Headless.IsBuildingHeadless()) { HeadlessBuilder.Postprocess(Directory.GetParent(path).ToString()); } }
private static void PlayModeStateChanged(PlayModeStateChange state) { if (state != PlayModeStateChange.ExitingEditMode) { if (File.Exists(Application.dataPath + "/~HeadlessDebug.txt")) { File.Delete(Application.dataPath + "/~HeadlessDebug.txt"); if (File.Exists(Application.dataPath + "/~HeadlessDebug.txt.meta")) { File.Delete(Application.dataPath + "/~HeadlessDebug.txt.meta"); } HeadlessBuilder.RestoreBuild(); EditorSceneManager.LoadScene(EditorSceneManager.GetActiveScene().path); } } }
public void OnProcessShader( Shader shader, ShaderSnippetData snippet, IList <ShaderCompilerData> shaderCompilerData) { // In development, don't strip debug variants if (!Headless.IsBuildingHeadless() || !HeadlessBuilder.ShouldStripShaders()) { return; } int shaderCount = shaderCompilerData.Count; for (int i = 0; i < shaderCompilerData.Count; ++i) { shaderCompilerData.RemoveAt(i); --i; } HeadlessBuilder.shaderCount += shaderCount; }
public static void DebugScene() { HeadlessBuilder.DebugBuild(); }
static void SelectBuildHeadlessAll() { HeadlessBuilder.ManualBuildQueue(); }
static void SelectBuildHeadless() { HeadlessBuilder.ManualBuild(); }