public static void Execute() { int option = EditorUtility.DisplayDialogComplex("Build with Addressables", "Do you want to build a clean addressables before export? This will clear any existing addressables files.", "Build with Addressables", "Skip", "Cancel"); switch (option) { // Build with Addressables. case 0: BuildAddressablesProcessor.PreExport(); break; // Skip. case 1: break; // Cancel. case 2: BuildAddressablesProcessor.cancelBuild = true; break; default: Debug.LogError("How did you get this."); break; } EditorUtility.GetDialogOptOutDecision(DialogOptOutDecisionType.ForThisMachine, "BuildAddressablesBeforeBuildPref"); EditorUtility.SetDialogOptOutDecision(DialogOptOutDecisionType.ForThisMachine, "BuildAddressablesBeforeBuildPref", BuildAddressablesProcessor.showWarningBeforeBuild); }
private static void BuildPlayerHandler(BuildPlayerOptions options) { if (UnityEngine.Debug.isDebugBuild) { bool shouldIncrement = EditorUtility.DisplayDialog( "Increment Version?", $"Current: {PlayerSettings.bundleVersion}", "Yes", "No" ); if (shouldIncrement) { IncreaseBothVersions(); } } //ask to build addressable if (EditorUtility.DisplayDialog("Build with Addressables", "Do you want to build a clean addressables before export?", "Build with Addressables", "Skip")) { BuildAddressablesProcessor.PreExport(); } BuildPlayerWindow.DefaultBuildMethods.BuildPlayer(options); }
public static void BuildAndroidClient() { //AddressableAssetSettings.CleanPlayerContent(); //AddressableAssetSettings.BuildPlayerContent(); BuildAddressablesProcessor.PreExport(); var path = "../bin/client/android/"; var name = "broyal-client.apk"; var target = BuildTarget.Android; var option = BuildOptions.None; var scriptingImplementation = ScriptingImplementation.IL2CPP; BuildReport report = BuildGame(clientScenes, path, name, target, option, "1", scriptingImplementation); BuildSummary summary = report.summary; if (summary.result == BuildResult.Succeeded) { Debug.Log("Build succeeded: " + summary.totalSize + " bytes"); } if (summary.result == BuildResult.Failed) { Debug.Log("Build failed"); } // // // Copy a file from the project folder to the build folder, alongside the built game. // FileUtil.CopyFileOrDirectory("Assets/Templates/Readme.txt", path + "Readme.txt"); // // // Run the game (Process class from System.Diagnostics). // Process proc = new Process(); // proc.StartInfo.FileName = path + "/BuiltGame.exe"; // proc.Start(); }