public void Initialize() { var filterOfBuildOp = AssetDatabase.FindAssets("t:ScriptableObject BuildOption"); bop = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(filterOfBuildOp.First()), typeof(BuildOptions)) as BuildOptions; _target = bop.Target; _options = bop.Options; }
private static void BuildPlayerImpl(string output, bool arch64 = false) { BuildTarget target = EditorUserBuildSettings.activeBuildTarget; SelectPlatform_WinPlayer(); UnityEditor.BuildOptions options = BuildOptions.None; BuildPipeline.BuildPlayer(levels, output, arch64?BuildTarget.StandaloneWindows64:BuildTarget.StandaloneWindows, options); EditorUserBuildSettings.SwitchActiveBuildTarget(target); }
private UnityEditor.BuildOptions GetBuildOptions() { UnityEditor.BuildOptions buildOptions = BuildOptions.None; if (IsArgSet(Arg_Development)) { buildOptions |= BuildOptions.Development; } return(buildOptions); }
public static void BuildPlayerImpl(string[] levels, string output, bool arch64 = false) { BuildTarget currentTarget = EditorUserBuildSettings.activeBuildTarget; EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTarget.StandaloneWindows); BuildTarget buildTarget = arch64 ? BuildTarget.StandaloneWindows64 : BuildTarget.StandaloneWindows; AddGraphicApi(buildTarget, UnityEngine.Rendering.GraphicsDeviceType.Direct3D11); AddGraphicApi(buildTarget, UnityEngine.Rendering.GraphicsDeviceType.Direct3D9); UnityEditor.BuildOptions options = BuildOptions.None; BuildPipeline.BuildPlayer(levels, output, buildTarget, options); EditorUserBuildSettings.SwitchActiveBuildTarget(currentTarget); }
public void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { Console.WriteLine("ios_binary_with_special_bundle begin"); BuilderHelper.BootSceneFilename = "Assets/Scenes/Boot/PreBoot.unity"; const int basicSceneCount = 7; if (scenesToBuild.Count > basicSceneCount) { scenesToBuild.RemoveRange(basicSceneCount, scenesToBuild.Count - basicSceneCount); } BuilderHelper.CleanStreamingAssets(); BuilderHelper.Build(ref scenesToBuild, ref buildTarget, ref buildOptions, this, "index", null, false); BuilderHelper.CopyToStreamingAssets(); InJoy.UnityBuildSystem.AutoBuild.UnityBuildPlayer(scenesToBuild, buildTarget, buildOptions); Console.WriteLine("ios_binary_with_special_bundle end"); }
public void SaveLastOptions(BuildTarget bt, UnityEditor.BuildOptions op) { Target = bt; Options = op; EditorUtility.SetDirty(this); }
public override void PerBuildExecute(BuildReleaseType releaseType, BuildPlatform platform, BuildArchitecture architecture, BuildDistribution distribution, System.DateTime buildTime, ref UnityEditor.BuildOptions options, string configKey, string buildPath) { string resolvedOutputPath = Path.Combine(outputPath.Replace("$BUILDPATH", buildPath), outputFileName); resolvedOutputPath = BuildProject.ResolvePath(resolvedOutputPath, releaseType, platform, architecture, distribution, buildTime); string resolvedInputPath = inputPath.Replace("$BUILDPATH", buildPath); resolvedInputPath = BuildProject.ResolvePath(resolvedInputPath, releaseType, platform, architecture, distribution, buildTime); if (!resolvedOutputPath.EndsWith(".zip")) { resolvedOutputPath += ".zip"; } PerformZip(Path.GetFullPath(resolvedInputPath), Path.GetFullPath(resolvedOutputPath)); }
public void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { Console.WriteLine("ios PreBuild"); BuilderHelper.BootSceneFilename = "Assets/Scenes/Boot/Boot.unity"; BuilderHelper.BuildInsidePlayer(ref scenesToBuild, ref buildTarget, ref buildOptions, this); InJoy.UnityBuildSystem.AutoBuild.UnityBuildPlayer(scenesToBuild, buildTarget, buildOptions); AssetBundlesFtp.GenerateIndexSizeMapToFile("assetBundlesSizeFile.txt"); Console.WriteLine("ios PostBuild"); }
public void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { Console.WriteLine("ios_bundles_for_download PreBuild"); BuilderHelper.BuildOutsideOfPlayer(ref scenesToBuild, ref buildTarget, ref buildOptions, this); Console.WriteLine("ios_bundles_for_download PostBuild"); }
private void BuildOptionsSelect() { _target = (BuildTarget)EditorGUILayout.EnumPopup("build target :", _target); _options = (UnityEditor.BuildOptions)EditorGUILayout.EnumMaskField("build options :", _options); EditorGUILayout.Space(); }
public static void Build() { const string autoBuildBlock = "AutoBuild.Build()"; BuildLogger.OpenBlock(autoBuildBlock); BuildLogger.LogMessage("Invoke PackageImporter explicitly"); PackageAssetPostprocessor.ImportPackages(); BuildLogger.LogMessage("Parsing additional params"); var args = Environment.GetCommandLineArgs(); UnityEditor.BuildOptions buildOptions = BuildOptions.None; for (int i = 0; i < args.Length; i++) { if (args[i] == "+outdir" && args.Length > i + 1) { outDir = args[i + 1]; BuildLogger.LogMessage("outDir: " + outDir); } else if (args[i] == "+configTypeName" && args.Length > i + 1) { configTypeName = args[i + 1]; BuildLogger.LogMessage("configTypeName: " + configTypeName); if (!configTypeName.Equals(configTypeName.Trim())) // to detect 'CR' at the end { BuildLogger.LogWarning("Build configurator type contains whitespaces (+configTypeName length = " + configTypeName.Length + ")!"); } } else if (args[i] == "+buildTag" && args.Length > i + 1) { buildTag = args[i + 1]; BuildLogger.LogMessage("buildTag: " + buildTag); } else if (args[i] == "+configuration" && args.Length > i + 1) //Test = development build; Release = None { if (args[i + 1] == "Test") { buildOptions = BuildOptions.Development; BuildLogger.LogMessage("configuration: Test(Development build)"); } else { BuildLogger.LogMessage("configuration: Release"); } } } // produce Assets/Resources/build_tag.txt if (buildTag != null) { if (!Directory.Exists("Assets/Resources")) { BuildLogger.LogMessage("Creating Assets/Resources"); Directory.CreateDirectory("Assets/Resources"); } BuildLogger.LogMessage(string.Format("Writing Assets/Resources/{0}.txt: {1}", BuildInfo.k_build_tag, buildTag)); Stream file = File.Create(string.Format("Assets/Resources/{0}.txt", BuildInfo.k_build_tag)); StreamWriter sw = new StreamWriter(file); sw.Write(buildTag); sw.Close(); file.Close(); AssetDatabase.Refresh(); } // prepare default build params BuildLogger.LogMessage("Preparing default build params"); List <string> scenesToBuild = GetScenesToBuild(); UnityEditor.BuildTarget buildTarget = BuildTarget.iPhone; BuildLogger.LogMessage("Default scenes to build:"); foreach (string sceneName in scenesToBuild) { BuildLogger.LogMessage('\t' + sceneName); } BuildLogger.LogMessage("Default buildTarget=" + buildTarget.ToString()); BuildLogger.LogMessage("Default buildOptions=" + buildOptions.ToString()); // run custom builder (or fall back to default) Type configType = null; if (configTypeName != null) { configType = Type.GetType(configTypeName); } IBuildConfig buildConfig = null; if (configType != null) { if (configType.GetInterface("IBuildConfig") != null) { ConstructorInfo defaultConstructorInfo = configType.GetConstructor(new Type [0]); if (defaultConstructorInfo != null) { buildConfig = defaultConstructorInfo.Invoke(new object [0]) as IBuildConfig; if (buildConfig != null) { BuildLogger.LogMessage("Using build configurator \"" + buildConfig.ToString() + "\""); } else { BuildLogger.LogWarning("Failed to construct an instance of build configurator type (+configTypeName \"" + configTypeName + "\")"); } } else { BuildLogger.LogWarning("Build configurator type (+configTypeName \"" + configTypeName + "\") does NOT have a default constructor"); } } else { BuildLogger.LogWarning("Build configurator type (+configTypeName \"" + configTypeName + "\") does NOT implement IBuildConfig"); } } else { BuildLogger.LogWarning("Build configurator type NOT found (+configTypeName \"" + configTypeName + "\")"); } if (buildConfig != null) { string block = string.Format("{0}.Build()", buildConfig.GetType().Name); BuildLogger.OpenBlock(block); buildConfig.Build(scenesToBuild, buildTarget, buildOptions); BuildLogger.CloseBlock(block); } else { BuildLogger.LogError("Unable to configure build for " + configTypeName); throw new ApplicationException("Error: unable to configure build for " + configTypeName); } BuildLogger.CloseBlock(autoBuildBlock); }
public virtual void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { AutoBuild.UnityBuildPlayer(scenesToBuild, buildTarget, buildOptions); }
public void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { Console.WriteLine("ios_bundles_for_release PreBuild"); BuilderHelper.BootSceneFilename = "Assets/Scenes/Boot/Boot.unity"; BuilderHelper.BuildOutsidePlayer2(ref scenesToBuild, ref buildTarget, ref buildOptions, this); Console.WriteLine("ios_bundles_for_release PostBuild"); }
public void Build(System.Collections.Generic.List <string> scenesToBuild, UnityEditor.BuildTarget buildTarget, UnityEditor.BuildOptions buildOptions) { Console.WriteLine("ios without bundle PreBuild"); BuilderHelper.BootSceneFilename = "Assets/Scenes/Boot/PreBoot.unity"; //Remove all scenes except the first 3 basic ones const int basicSceneCount = 7; if (scenesToBuild.Count > basicSceneCount) { scenesToBuild.RemoveRange(basicSceneCount, scenesToBuild.Count - basicSceneCount); } InJoy.UnityBuildSystem.AutoBuild.UnityBuildPlayer(scenesToBuild, buildTarget, buildOptions); Console.WriteLine("ios without bundle PostBuild"); }