public void OnPreprocessBuild(BuildReport report) { // Assign each library a "ShouldIncludeInBuild" delegate to indicate whether the plugin // should be placed in a build on a specific platform. As of right now it's only important // for runtime on the device but that could change to have standalone include remoting libs AssignNativePluginIncludeInBuildDelegates(); // Always remember to cleanup preloaded assets after build to make sure we don't // dirty later builds with assets that may not be needed or are out of date. CleanOldSettings(); MagicLeapSettings settings = null; EditorBuildSettings.TryGetConfigObject(MagicLeapConstants.kSettingsKey, out settings); if (settings == null) { return; } #if PLATFORM_LUMIN MagicLeapImageDatabaseBuildProcessor.BuildImageTrackingAssets(); #endif UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets(); if (!preloadedAssets.Contains(settings)) { var assets = preloadedAssets.ToList(); assets.Add(settings); PlayerSettings.SetPreloadedAssets(assets.ToArray()); } }
public void OnPreprocessBuild(BuildReport report) { // Always remember to cleanup preloaded assets after build to make sure we don't // dirty later builds with assets that may not be needed or are out of date. CleanOldSettings(); MagicLeapSettings settings = null; EditorBuildSettings.TryGetConfigObject(MagicLeapConstants.kSettingsKey, out settings); if (settings == null) { return; } MagicLeapImageDatabaseBuildProcessor.BuildImageTrackingAssets(); UnityEngine.Object[] preloadedAssets = PlayerSettings.GetPreloadedAssets(); if (!preloadedAssets.Contains(settings)) { var assets = preloadedAssets.ToList(); assets.Add(settings); PlayerSettings.SetPreloadedAssets(assets.ToArray()); } }