// Start Build Pipeline process public static IEnumerator ProcessBuildPipeline(BuildConfiguration config, ProjectSettings projectSettings) { if (config) // If the build configuration is not null { for (int t = 0; t < config.buildTargets.Count; t++) // Iterate build targets { BuildTarget target = config.buildTargets[t]; // Get current target string directory = UnityEngine.Application.dataPath.Replace("/Assets", "/Builds"); // Get directory if (target.nameOverride != null && target.nameOverride.Length > 0) // If use name override from the target { directory = target.nameOverride; // Use } else if (config.nameOverride != null && config.nameOverride.Length > 0) // Else if use name override from the whole config { directory = config.nameOverride; // Use } string applicationName = GetApplicationName(target, projectSettings, config.nameOverride); // Get application name BuildSettings.SetApplicationSettings(target, AppendProductName(target)); if (SetGraphicsAPI(target) == false) // Check if Graphics API can be set to the specified target { Debug.LogError("Failed to build Player, Directory: " + directory + "/" + applicationName); // Log error continue; // Go to next target } string build = BuildClient(target, directory, applicationName); // Build client while (UnityEditor.BuildPipeline.isBuildingPlayer == true) // Wait for build to finish { yield return(null); // Wait } if (build == "") // If build succeeded { Debug.Log("Built Player, Directory: " + directory + "/" + applicationName); // Log success } else // If build failed { Debug.LogError("Failed to build Player, Directory: " + directory + "/" + applicationName); // Log failure Debug.LogError(build); // Return build fail log } } } else // Null build configuartion { Debug.LogError("No Build Configuration file assigned. Please assign a Build Configuration file in the Build Pipeline window"); // Log error } }
// Start Build Pipeline process public static IEnumerator ProcessBuildPipeline(BuildConfiguration config, ProjectSettings projectSettings) { if (config) // If the build configuration is not null { string outputPath = ""; for (int t = 0; t < config.buildTargets.Count; t++) // Iterate build targets { BuildTarget target = config.buildTargets[t]; // Get current target string directory = UnityEngine.Application.dataPath.Replace("/Assets", "/Builds"); // Get directory if (target.nameOverride != null && target.nameOverride.Length > 0) // If use name override from the target { directory = target.nameOverride; // Use } else if (config.nameOverride != null && config.nameOverride.Length > 0) // Else if use name override from the whole config { directory = config.nameOverride; // Use } string applicationName = GetApplicationName(target, projectSettings, config.nameOverride); // Get application name BuildSettings.SetApplicationSettings(target); //Set Script logging settings if (config.enableScriptLogging) { SetScriptLoggingParams(StackTraceLogType.Full); } else { SetScriptLoggingParams(StackTraceLogType.ScriptOnly); } if (SetGraphicsAPI(target) == false) // Check if Graphics API can be set to the specified target { Debug.LogError("Failed to build Player, Directory: " + directory + "/" + applicationName); // Log error continue; // Go to next target } string build = BuildClient(target, directory, applicationName, config); // Build client outputPath = directory; while (UnityEditor.BuildPipeline.isBuildingPlayer == true) // Wait for build to finish { yield return(null); // Wait } if (build == "") // If build succeeded { Debug.Log("Built Player, Directory: " + directory + "/" + applicationName); // Log success } else // If build failed { Debug.LogError("Failed to build Player, Directory: " + directory + "/" + applicationName); // Log failure Debug.LogError(build); // Return build fail log } } outputPath = outputPath.Replace(@"/", @"\"); // explorer doesn't like front slashes System.Diagnostics.Process.Start("explorer.exe", outputPath); } else // Null build configuartion { Debug.LogError("No Build Configuration file assigned. Please assign a Build Configuration file in the Build Pipeline window"); // Log error } }