private static void PrepareBuildSettings() { currentResolutionDialogSetting = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; EditorUserBuildSettings.SwitchActiveBuildTarget(BuildTargetGroup.Standalone, BuildTarget.StandaloneWindows64); }
// Returns true, if everything is done: private bool ManageDisplayResolutionDialog() { bool allDone = true; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(new GUIContent("Display Resolution Dialog", "Hide the Resolution Dialog by default. It can still be displayed by holding Shift at the start of the application."), EditorStyles.label, GUILayout.MaxWidth(_leftLabelMaxWidth)); ResolutionDialogSetting dialogSetting = PlayerSettings.displayResolutionDialog; if (dialogSetting != ResolutionDialogSetting.HiddenByDefault) { allDone = false; if (GUILayout.Button("Hide by Default")) { HideDisplayResolutionDialog(); } } else { EditorGUILayout.LabelField("(Is hidden)"); } EditorGUILayout.EndHorizontal(); return(allDone); }
private void SetupProjectParameters() { EditorApplication.LockReloadAssemblies(); m_EditorBuildSettings = EditorBuildSettings.scenes; #pragma warning disable 618 m_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; #pragma warning restore 618 m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; m_FullScreenMode = PlayerSettings.fullScreenMode; PlayerSettings.fullScreenMode = FullScreenMode.Windowed; m_OldAotOptions = PlayerSettings.aotOptions; PlayerSettings.aotOptions = "nimt-trampolines=1024"; m_ResizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; m_ShowUnitySplashScreen = PlayerSettings.SplashScreen.show; PlayerSettings.SplashScreen.show = false; #pragma warning disable 618 m_OldLightmapping = Lightmapping.giWorkflowMode; Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand; #pragma warning restore 618 m_explicitNullChecks = EditorUserBuildSettings.explicitNullChecks; EditorUserBuildSettings.explicitNullChecks = true; }
public ApplicationData(TDWScene[] scenes, int screenWidth, int screenHeight, ResolutionDialogSetting resolutionDialogSetting) { scenePaths = scenes.Select(s => ScenePaths[s]).ToArray(); this.screenWidth = screenWidth; this.screenHeight = screenHeight; this.resolutionDialogSetting = resolutionDialogSetting; }
public static void Windows() { string buildPath = string.Concat(buildsPath, "Windows/", PlayerSettings.productName, ".exe"); const BuildTarget buildTarget = BuildTarget.StandaloneWindows; //x86 const BuildOptions buildOptions = BuildOptions.ShowBuiltPlayer; const ResolutionDialogSetting resolutionDialogSetting = ResolutionDialogSetting.HiddenByDefault; Build("Windows (x86)", buildPath, buildTarget, buildOptions, resolutionDialogSetting); }
public static void WindowsDevelopmentBuild() { string buildPath = string.Concat(buildsPath, "Development Build/", PlayerSettings.productName, ".exe"); const BuildTarget buildTarget = BuildTarget.StandaloneWindows; //x86 const BuildOptions buildOptions = BuildOptions.ShowBuiltPlayer | BuildOptions.AllowDebugging | BuildOptions.Development; const ResolutionDialogSetting resolutionDialogSetting = ResolutionDialogSetting.Enabled; Build("Windows (x86) [Development]", buildPath, buildTarget, buildOptions, resolutionDialogSetting); }
public void InitPlayerSettings() { #if UNITY_EDITOR productName = PlayerSettings.productName; companyName = PlayerSettings.companyName; #if UNITY_STANDALONE_WIN runInBackground = PlayerSettings.runInBackground; dialogSetting = PlayerSettings.displayResolutionDialog; #endif #endif }
public void ChangeSettingsForIntegrationTests () { displayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; runInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; fullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; resizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; }
private void SetupProjectParameters() { this.m_ApplicationRunInBackground = Application.runInBackground; Application.runInBackground = true; this.m_EditorBuildSettings = EditorBuildSettings.scenes; this.m_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; this.m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; this.m_FullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; this.m_ResizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; }
public void ChangeSettingsForIntegrationTests() { m_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; m_FullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; m_ResizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; }
private void SetupProjectParameters() { this.m_ApplicationRunInBackground = Application.runInBackground; Application.runInBackground = true; this.m_EditorBuildSettings = EditorBuildSettings.scenes; this.m_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; this.m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; this.m_FullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; this.m_ResizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; }
/************************************************************************************************* *** Windows *************************************************************************************************/ public static void Production(Version version) { string buildPath = string.Concat(buildsPath, "Production/"); const BuildTarget buildTarget = BuildTarget.StandaloneWindows; //x86 const BuildOptions buildOptions = BuildOptions.ShowBuiltPlayer; const ResolutionDialogSetting resolutionDialogSetting = ResolutionDialogSetting.HiddenByDefault; BuildReport buildReport = Build("Production (x86)", string.Concat(buildPath, PlayerSettings.productName, ".exe"), buildTarget, buildOptions, resolutionDialogSetting); if (buildReport.summary.result == BuildResult.Succeeded) { string json = JsonUtility.ToJson(version, true); System.IO.File.WriteAllText(string.Concat(buildPath, "Version.json"), json); } }
/************************************************************************************************* *** Build *************************************************************************************************/ private static BuildReport Build(string buildName, string buildPath, BuildTarget buildTarget, BuildOptions buildOptions, ResolutionDialogSetting resolutionDialogSetting) { if (Scenes.Length < 1) { Debug.Log(string.Concat(name, "There are no scenes to build. Check your build settings!")); return(null); } Debug.Log(string.Concat(name, "Building <", buildName, ">")); // Kill game task new System.Diagnostics.Process { StartInfo = new System.Diagnostics.ProcessStartInfo { WindowStyle = System.Diagnostics.ProcessWindowStyle.Hidden, FileName = "CMD.exe", Arguments = string.Concat("/C taskkill /t /f /im ", PlayerSettings.productName, ".exe") } }.Start(); // Delete previous build FileUtil.DeleteFileOrDirectory(buildPath.Substring(0, buildPath.LastIndexOf('/'))); // Setup ResolutionDialogSetting currentResolutionDialogSetting = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = resolutionDialogSetting; // Build BuildReport result = BuildPipeline.BuildPlayer(Scenes, buildPath, buildTarget, buildOptions); Debug.Log(string.Concat(name , "Build completed with a result of '", result.summary.result, "'" , "\nTotal size = ", (result.summary.totalSize * 0.000001).ToString("0.00"), " MB" , "\nPath = ", result.summary.outputPath , "\nTotal time = ", result.summary.totalTime , "\nStarted at = ", result.summary.buildStartedAt , "\nEnded at = ", result.summary.buildEndedAt )); PlayerSettings.displayResolutionDialog = currentResolutionDialogSetting; return(result); }
internal static void Build() { string[] array = new string[EditorBuildSettings.scenes.Length]; int num = 0; for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { if (EditorBuildSettings.scenes[i].enabled) { array[num] = EditorBuildSettings.scenes[i].path; num++; } } Array.Resize <string>(ref array, num); Directory.CreateDirectory("Temp/NScreen"); ResolutionDialogSetting displayResolutionDialog = PlayerSettings.displayResolutionDialog; bool runInBackground = PlayerSettings.runInBackground; bool defaultIsFullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; PlayerSettings.runInBackground = true; PlayerSettings.defaultIsFullScreen = false; try { BuildPlayerOptions buildPlayerOptions = default(BuildPlayerOptions); buildPlayerOptions.scenes = array; buildPlayerOptions.options = BuildOptions.None; buildPlayerOptions.locationPathName = "Temp/NScreen/NScreen.app"; if (IntPtr.Size == 4) { buildPlayerOptions.target = BuildTarget.StandaloneOSXIntel; } else { buildPlayerOptions.target = BuildTarget.StandaloneOSXIntel64; } BuildPipeline.BuildPlayer(buildPlayerOptions); } finally { PlayerSettings.displayResolutionDialog = displayResolutionDialog; PlayerSettings.runInBackground = runInBackground; PlayerSettings.defaultIsFullScreen = defaultIsFullScreen; } }
public void ChangeSettingsForIntegrationTests() { m_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; m_RunInBackground = PlayerSettings.runInBackground; PlayerSettings.runInBackground = true; #if UNITY_2018_1_OR_NEWER m_FullScreen = PlayerSettings.fullScreenMode; PlayerSettings.fullScreenMode = FullScreenMode.Windowed; #else m_FullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; #endif m_ResizableWindow = PlayerSettings.resizableWindow; PlayerSettings.resizableWindow = true; }
internal static void Build() { string[] array = new string[EditorBuildSettings.scenes.Length]; int newSize = 0; for (int index = 0; index < EditorBuildSettings.scenes.Length; ++index) { if (EditorBuildSettings.scenes[index].enabled) { array[newSize] = EditorBuildSettings.scenes[index].path; ++newSize; } } Array.Resize <string>(ref array, newSize); Directory.CreateDirectory("Temp/NScreen"); ResolutionDialogSetting resolutionDialog = PlayerSettings.displayResolutionDialog; bool runInBackground = PlayerSettings.runInBackground; bool defaultIsFullScreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; PlayerSettings.runInBackground = true; PlayerSettings.defaultIsFullScreen = false; try { if (IntPtr.Size == 4) { BuildPipeline.BuildPlayer(array, "Temp/NScreen/NScreen.app", BuildTarget.StandaloneOSXIntel, BuildOptions.None); } else { BuildPipeline.BuildPlayer(array, "Temp/NScreen/NScreen.app", BuildTarget.StandaloneOSXIntel64, BuildOptions.None); } } finally { PlayerSettings.displayResolutionDialog = resolutionDialog; PlayerSettings.runInBackground = runInBackground; PlayerSettings.defaultIsFullScreen = defaultIsFullScreen; } }
public QBBuildSettingsPreserveContext() { playerSettings_RunInBackground = PlayerSettings.runInBackground; playerSettings_DisplayResolutionDialog = PlayerSettings.displayResolutionDialog; editorBuildSettingsScenes = EditorBuildSettings.scenes; }
private void Build() { string path = EditorUtility.SaveFolderPanel("Choose Build Location", "", ""); if (string.IsNullOrEmpty(path)) { Debug.LogError("Aborted because the path was not specified"); return; } string[] levels = new string[2]; for (int i = 0; i < EditorBuildSettings.scenes.Length; i++) { #if UNITY_4_6 || UNITY_4_7 if (EditorBuildSettings.scenes[i].path.Contains(EditorApplication.currentScene)) #else if (EditorBuildSettings.scenes[i].path.Contains(UnitySceneManager.GetCurrentEditorSceneName())) #endif { levels[0] = EditorBuildSettings.scenes[i].path; } else if (EditorBuildSettings.scenes[i].path.Contains(Target.sceneName)) { levels[1] = EditorBuildSettings.scenes[i].path; } } if (levels[0] == null || levels[1] == null) { Debug.LogError("Aborted because the current scene and the target scene were not in the build settings"); return; } path += "/Autobuild"; if (System.IO.Directory.Exists(path)) { System.IO.Directory.Delete(path, true); } System.IO.Directory.CreateDirectory(path); BuildTarget target = BuildTarget.StandaloneWindows; string extension = ".exe"; if (platform == Platform.Mac) { target = BuildTarget.StandaloneOSXIntel; extension = ".app"; } else if (platform == Platform.Linux) { target = BuildTarget.StandaloneLinux; extension = ".so"; } Target.executePath = path + "/autobuild" + extension; ResolutionDialogSetting resolutionDialog = PlayerSettings.displayResolutionDialog; PlayerSettings.runInBackground = true; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Disabled; BuildPipeline.BuildPlayer(levels, Target.executePath, target, BuildOptions.None); PlayerSettings.displayResolutionDialog = resolutionDialog; EditorApplication.isPlaying = true; }
public bool PreProcessor() { // Disable configuration window by default, better for Steam Link, etc. _previousResolutionDialogSettings = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.HiddenByDefault; // Turn off Mac Store Validation for sure _previousMacStoreValidation = PlayerSettings.useMacAppStoreValidation; PlayerSettings.useMacAppStoreValidation = false; return true; }
public bool PreProcessor() { _previousMacStoreValidation = UnityEditor.PlayerSettings.useMacAppStoreValidation; UnityEditor.PlayerSettings.useMacAppStoreValidation = true; _previousResolutionDialogSettings = PlayerSettings.displayResolutionDialog; PlayerSettings.displayResolutionDialog = ResolutionDialogSetting.Enabled; _previousFullscreen = PlayerSettings.defaultIsFullScreen; PlayerSettings.defaultIsFullScreen = false; return true; }