public static void OnWillSaveAssets(string[] assets) { if (BuildPipeline.isBuildingPlayer && !executeBuildProcess) { executeBuildProcess = true; try { AttributeHelper.ExecutePreprocess(new object[] { EditorUserBuildSettings.activeBuildTarget }); //called before PreprocessStreamingAssets, fixed broken sounds references PreprocessStreamingAssets(); } catch (System.Exception ex) { Debug.LogException(ex); } finally { executeBuildProcess = false; } AssetDatabase.Refresh(); } }
public static void Test() { AttributeHelper.ExecutePreprocess(new object[] { EditorUserBuildSettings.activeBuildTarget }); PreprocessStreamingAssets(); ProstprocessStreamingAssets(); }