/// <summary> /// Ensure all settings for the Wearable Demo build are in place. /// </summary> private static bool SetBuildSettingsForWearableDemo(out EditorBuildSettingsScene[] buildScenes) { buildScenes = new EditorBuildSettingsScene[WEARABLE_DEMO_SCENE_GUIDS.Length]; for (var i = 0; i < WEARABLE_DEMO_SCENE_GUIDS.Length; i++) { buildScenes[i] = new EditorBuildSettingsScene { path = AssetDatabase.GUIDToAssetPath(WEARABLE_DEMO_SCENE_GUIDS[i]), enabled = true }; if (string.IsNullOrEmpty(buildScenes[i].path)) { Debug.LogErrorFormat(CANNOT_BUILD_MISSING_SCENE_ERROR_MESSAGE, WEARABLE_DEMO_PRODUCT_NAME); } } var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget); PlayerSettings.productName = WEARABLE_DEMO_PRODUCT_NAME; PlayerSettings.bundleVersion = APP_VERSION; PlayerSettings.SetApplicationIdentifier(buildTargetGroup, WEARABLE_DEMO_APP_IDENTIFIER); TrySetAppIcons(WEARABLE_DEMO_ICON_GUID, buildTargetGroup); SetSplashSettings(); AssetDatabase.SaveAssets(); return(buildScenes.Length > 0 && buildScenes.All(x => !string.IsNullOrEmpty(x.path) && x.enabled)); }
/// <summary> /// Ensure all settings for the Wearable Proxy build are in place. /// </summary> private static bool SetBuildSettingsForWearableDemo(out EditorBuildSettingsScene[] buildScenes) { buildScenes = new EditorBuildSettingsScene[WearableDemoSceneGuids.Length]; for (var i = 0; i < WearableDemoSceneGuids.Length; i++) { buildScenes[i] = new EditorBuildSettingsScene { path = AssetDatabase.GUIDToAssetPath(WearableDemoSceneGuids[i]), enabled = true }; if (string.IsNullOrEmpty(buildScenes[i].path)) { Debug.LogErrorFormat(CannotBuildMissingSceneErrorMessage, WearableDemoProductName); } } var buildTargetGroup = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget); PlayerSettings.productName = WearableDemoProductName; PlayerSettings.bundleVersion = AppVersion; PlayerSettings.SetApplicationIdentifier(buildTargetGroup, WearableDemoAppIdentifier); TrySetAppIcons(WearableDemoIconGuid, buildTargetGroup); AssetDatabase.SaveAssets(); return(buildScenes.Length > 0 && buildScenes.All(x => !string.IsNullOrEmpty(x.path) && x.enabled)); }